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> ##### Before You Browse > There is a non-zero chance that formatting may be broken currently due to changes from the Dev Team at GMBinder breaking things. If you are looking for a clean experience and using Google Chrome, I suggest visiting the Homebrewery Hosting Site [HERE!](https://homebrewery.naturalcrit.com/share/BJDBIQN4W) > >If you're on a non-chromium browser like Firefox, your best bet is to stay here and go through the book, as Homebrewery is going to be broken. I'm maintaining both books so you won't be missing content. \pagebreak # Welcome Welcome to the Raimdelle Codex Asgard, a community built monster manual created in the discord server community that formed around the Final Fantasy XIV x D&D 5e Player Compendium. A common request many folks come to the community with is a monster manual, seeing an opportunity to get the many creative folks in the discord to collaborate, we took part in what I called **Operation Monster Mash**. Together we've collaborated, peer reviewed and created a number of monsters to help bring the world of Final Fantasy to your D&D table. From common fantastical creatures, to elemental gods, I hope you'll find what you're looking for in The Raimdelle Codex Asgard. ### Special Thanks! Right up front I'd like to list the enterprising adventurers who have helped pull this book together, everyone here has contributed in one way or another to the creations of this book. ##### Contributors | Name | |:------------------| | Axelrize | | Brulen | | Cruztown / Jebheii | | HomemadeMovies | | Jotunn-Bane | | JPLDN | | Meriadar | | McNuxxy | | Niki Ryuuka | | Pudi_gutzz | | Switch2501 | | Taylor Wilbourn | | Yamil | \columnbreak ### Why Raimdelle Codex Asgard? The name Raimdelle Codex comes from the game Final Fantasy XIV, where a naturalist of the in game world, Raimdelle attempted to write a beastiary for the world. Though imperfect he made massive strides in documenting the wondrous creatures of the world. A document by Anwyll (aka Anonymoose) started a real world version of the Raimdelle Codex, calling it the [Raimdelle Codex Alces (click to check it out)](https://docs.google.com/spreadsheets/d/1L1efysP4lUIaAgly68UGfgystUnquNaHre-c-Ugm88U/edit?usp=sharing). I wondered where the Alces came from and eventually figured out that Alces was latin for Moose which was his nickname. Altogether Raimdelle Codex Alces is a codex that is similar but different from the original. In that spirit I did the same with the name. ### How To Navigate the Document As this is a living document which will constantly be added to over time, maintaining a Table of Contents is going to be a never ending labour. We have organized this document into three sections: Creatures, Playable Races and Appendices. ##### Creatures The creatures have been organized into one of the twelve classes of creatures from the Raimdelle Codex listed in alphabetical order. Within the class of creature, a creature's "genus" is the next layer of organization (i.e. Chocobos) listed in alphabetical order. Within a genus are individual entries for specific species of creatures (i.e. Chocobo, Fat Chocobo, Red Chocobo) or specific, singularly powerful monsters (i.e. Red Comet). A rough guide on where to find what you're looking for will be on the next page, but it won't list specific page numbers as its not feasible to maintain. ##### Playable Races Final Fantasy features countless fantastical creatures to play as, and Raimdelle Codex Asgard expands the options for character creation. They're all roughly on par with one another, and though incomplete as of September 26 2024, are useable today. Lore to be added! ##### Appendices The Appendices will feature a raw list of all creatures alphabetically a with their class listed with them. Variants for Primals will also be available here. ### Legal Statement This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. \pagebreakNum ### Section 1: Creatures | Creature | |:------------------:| | **Section: Ashkin** | | Ghost | | Gravekeeper | | **Section: Beastkin** | | Bear | | Behemoth | | Couerl | | Goobbue | | Hoarhound | | **Section: Cloudkin** | | Chocobo | | Yol | | Zu | | **Section: Dragon** | | Aevis | | Amphiptere | | Brobinyak | | Dragon | | Lesser Dragon | | Verge Dragon | | Vouivre | | Wyvern | | **Section: Forgekin** | | Magitek Machina | | **Section: Primals** | | Garuda, Lady of the Vortex | | Ifrit, Lord of the Inferno (in progress) | | Leviathan, Lord of the Whorl | | Ramuh, Lord of Levin | | Shiva, Goddess of Ice | | Odin, The Dark Divinity | | Titan, Lord of Crags | | **Section: Scalekin** | | Adamantoise | | Peiste | | Puk | | Raptor | | Ziz | \columnbreak ### Section 1: Creatures | Creature | |:------------------:| | **Section: Seedkin** | | Cactaur | | Funguar | | Mandragora | | Malboro | | Ochu | | Treant | | **Section: Soulkin** | | Coblyn | | Dullahand | | Spriggan | | **Section: Spoken** | | Almaj'aa | | Ixal | | Kobold | | Moogle | | Sahagin | | Sylph | | Tonberry | | **Section: Vilekin** | | Diremite | | Tarantula Hawk | | Wespe | | Worm | | **Section: Voidsent** | | Ahriman | | Bomb | | Demon | | Flan | | Gaelicat | | Gremlin | | Succubus | | **Section: Wavekin** | | Eft | | Gigantoad | | Jellyfish | | Pugil | \pagebreakNum ### Section 2: Tribal Society Races | Player Race | |:-----------:| | Amalj'aa | | Ananta | | Bangaa | | Eozean Kobold | | Eorzean Sahagin | | Gnath | | Ixal | | Kojin | | Lupin | | Mamool Ja | | Matanga | | Moogle | | Namazu | | Nu Mou | | Qiqirn | | Seeq | | Sylph | | Vanu Vanu | ### Section 3: Appendices | Creature / Topic | |:-----------:| | **Section: Primal Variants** | | Saint Shiva | | Shiva, Lady of Frost | | **Quick Search by A-Z** | \pagebreakNum # Ashkin Ashkin are beings who once were living in the way that all interpret the phrase, but upon their death their natural return to the cycle of life and death has been interrupted. Normally a soul returns to the lifestream, to be born anew one day, but due to outside forces this process has stalled. Be it the shell that was their body has been used for dark necromantic arts, or their deep regrets or rage keeping them tethered to the material world, their *birth* is often shrouded in secret. It is theorized that this interruption of the natural flow causes their bodies to warp into horrible creatures and haunt the lands they once called home. \columnbreak ##### Ashkin Creatures | Creature Name | |:------------------:| | **Ghost** | | Bhoot | | Bogy | | **Gravekeeper** | | Gravekeeper | \pagebreak ### Ghost When a creature dies who has not been able to complete their life's goal, their spirit may manifest physically, unable to move on to the after life, tethered by the bitter feelings of promises unkept and goals unmet. Despite their otherwordly appearance and how effortlessly they float through the air, they actually form a tanglible fleshy body when they manifest. #### Bogy A bogy is the most common form of ghost, it would be inaccurate to say they are not dangerous, but they do wander aimlessly and tend to cause trouble incidentally. Generally they are not seeking conflict directly unless their haunting grounds are disturbed. ___ > ## Bogy >*Small Undead, Neutral Evil* > ___ > - **Armor Class** 11 > - **Hit Points** 22 (4d6+8) > - **Speed** 30ft. fly (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|12 (+1)|14 (+2)|8 (-1)|10 (+0)|16 (+3)| >___ > - **Damage Resistances** Bludgeoning, Piercing and Slashing damage from non-magical weapons > - **Damage Immunities** poison, necrotic > - **Condition Immunities** exhaustion, frightened, poisoned, unconscious > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** CR 1/4 (50 XP) > ___ > > **Cursed Aura.** Creatures within a 10ft. radius of the Bogy must make a DC 13 Charisma saving throw when they attempt to cast a spell. On a failure, they are prevented from casting the spell. > > ### Actions > ***Cursed Tail.*** *Melee Spell Attack* +5 to hit, 5ft. reach, one target. *Hit:* 5 (1d4+3) necrotic damage > > ***Malice (Recharge 5-6).*** The Bogy releases a wave of enervating energy from its body in a 10ft. radius sphere. Each creature in the affected area must make a DC 13 Constitution saving throw, taking *5* (2d4) necrotic damage on a failure, and half as much on a successful one. > > ___ > *Credit to Soren of Asgard* ___ \columnbreak #### Bhoot Bhoots are an especially violent and malevolent form of ghost who have managed to manifest a pair of large clawed hands they use to strangle their victims. Priests of Nald'Thal maintain that these ghosts are attempting to steal their victims souls that they might live again and complete those things they regret in their afterlife. ___ > ## Bhoot >*Medium Undead, Neutral Evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 60 (8d8+24) > - **Speed** 40ft. fly (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|18 (+4)|8 (-1)|14 (+2)|18 (+4)| >___ > - **Damage Resistances** Bludgeoning, Piercing and Slashing damage from non-magical weapons > - **Damage Immunities** poison, necrotic > - **Condition Immunities** exhaustion, frightened, poisoned, unconscious > - **Senses** passive Perception 12 > - **Languages** - > - **Challenge** CR 4 (1,100 XP) > ___ > > **Cursed Aura.** Creatures within a 10ft. radius of the bhoot must make a DC 14 Charisma saving throw when they attempt to cast a spell. On a failure, they are prevented from casting the spell. > > ### Actions > ***Multiattack.*** The bhoot makes one Cursed Claws attack and one Drain Essence attack if possible. > > ***Cursed Claws.*** *Melee Weapon Attack* +5 to hit, 5ft. reach, one target. *Hit:* 5 (1d6+2) slashing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the bhoot can't use cursed claws on another target. > > ***Drain Essence.*** *Melee Spell Attack* +5 to hit, 5ft. reach, one target. *Hit:* *21* (6d6+4) necrotic damage. The bhoot recovers hit points equal to half the damage dealt. The bhoot may only use drain essence on a grappled target. > > ***Terror Touch (Recharge 4-6).*** *Ranged Spell Attack* +6 to hit, 60ft. reach, one target. *Hit:* *27* (6d8) necrotic damage. On a hit the creature must make a DC 14 charisma saving throw, their movement speed is reduced to 0ft. and the bhoot has advantage on its cursed claws attack until the end of its next turn on a failure. > ___ > *Credit to Soren of Asgard* \pagebreakNum ### Gravekeeper Powerful necromancy is required to animate dead flesh. Even more powerful spells are required to give that flesh any form of strength. It goes without saying then that whatever magicks drive the gravekeeper are quite possibly some of the most powerful known to man. Carrying a coffin on each arm and using them as both bludgeoning tools and shields, the Gravekeeper is a formidable brawler alongside its ability to gather necromantic energy inside one of the coffins and unleash it over a wide area to weaken its foes. ___ > ## Gravekeeper >*Large Undead, Lawful Evil* > ___ > - **Armor Class** 14 (2 Shields) > - **Hit Points** 171 (18d10+72) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|6 (-2)|10 (+0)|16 (+3)| >___ > - **Damage Immunities** poison, necrotic > - **Condition Immunities** exhaustion, frightened, poisoned, unconscious > - **Senses** passive Perception 10 > - **Saving Throws** Constitution (+7) > - **Languages** - > - **Challenge** CR 7 (2,900 XP) > ___ > > **Brute.** A melee weapon attack deals one extra die of its damage when the gravekeeper hits with it (included in the attack). > > **Undead Fortitude.** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > > ### Actions > ***Multiattack.*** The Gravekeeper makes 2 coffin slam attacks > > ***Coffin Slam.*** *Melee Weapon Attack* +6 to hit, 10ft. reach, one target. *Hit:* 22 (3d12+3) bludgeoning damage > > ***March of the Dead. (Recharge 5-6)*** The Gravekeeper gathers and unleashes necromantic energies in a 30ft. cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 20 (4d10) necrotic and fall prone on a failure, or half as much damage and not fall prone on a successful one. > > ___ > > *Credit to Soren of Asgard* \pagebreakNum # Beastkin One of the most common and varied classifications of creatures. Noted as beastkin for their warm bodies, warm blood, think hair covered hides and their method of reproduction. Beastkin give birth by carrying their off spring to term in their wombs before giving birth. Some beastkin of the more mild mannered variety have been taken in by the spoken, to be raised for labour, food and enjoyment. Despite the potential for amiable relations between man and beast, most beastkin see the bipedal humanoids as one thing. A Threat. \columnbreak ##### Beastkin Creatures | Creature Name | |:------------------:| | **Bear** | | Gold Bear | | **Behemoth** | | Behemoth | | **Coeurl** | | Coeurl | | **Goobbue** | | Goobbue | | Goobbue Groumet | | **Hoarhound** | | Fenrir | | Hoarhound | \pagebreakNum ### Bear Generally bears seek to live peaceful lives away from civilization. Though highly dangerous predators they prefer to keep to themselves and avoiding conflict. But in moments where battle is unavoidable, bears become truly deadly. Deceptively swift, strong bodied and study of will, they'll fearlessly kill their hunters or run down their prey. #### Gold Bear Gold Bears are especially powerful and large breeds of bear. For those brave enough to keep them in their menagerie, they are bread to be imposing challenges for gladiators. If you are unfortunate enough to encounter one of these rare beasts in the wild its likely already too late to escape. ___ > ## Gold Bear >*Large beast, unaligned* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 57 (6d10+24) > - **Speed** 40 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|18 (+4)|2 (-4)|14 (+2)|7 (-2)| >___ > - **Saving Throws** STR +7, CON +6 > - **Skills** Perception +4 > - **Senses** darkvision 60 ft., Passive Perception 14 > - **Languages** > - **Challenge** 3 (700 XP) >___ > ***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell > ### Actions > ***Multiattack.*** Gold Bear makes one Gouge attack, and one Claws attack. > > ***Gouge.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. > >___ > *Credited to JPLDN* \pagebreakNum ___ ___ > ## Behemoth >*Huge beast, Unaligned* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 220 (21d12+84) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|14 (+2)|18 (+4)|7 (-3)|14 (+2)|18 (+4)| >___ > - **Saving Throws** Strength +9, Constitution +8 > - **Skills** Athletics +10, Perception +6, Intimidation +8 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Senses** Darkvision 60ft. > - **Languages** - > - **Challenge** 10 (5900 XP) > ___ > > **Brute.** A melee weapon attack deals one extra die of its damage when the behemoth hits with it (included in the attack). > > **Heave.** If Behemoth moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 6 (1d12) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > > **Sure Footed.** Behemoth has advantage on Strength and Dexterity saving throws against effects that would knock it prone. > > **Innate Spellcasting.** The behemoth’s innate spellcasting ability is Charisma (spell save DC 16). The behemoth can innately cast the following spells, requiring no material components: > >1/day each: Call Lightning, Fireball, Ice Storm, Storm Sphere > > ### Actions > ***Multiattack.*** The behemoth makes one bite, claw and gore attack.` > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, 5ft., one target. *Hit* 15 (2d8+6) piercing damage > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, 10ft., one target. *Hit* 17 (2d10+6) slashing damage > > ***Gore.*** *Melee Weapon Attack:* +10 to hit, 10ft., one target. *Hit* 19 (2d12+6) piercing damage > > ***Trounce (Recharge 5-6).*** The behemoth rears back and them slams its body with all its weight producing a powerful shockwave in a 30ft. cone in front of it. Each creature in the affected area must succeed on a DC 16 Strength saving throw, taking 22 (5d8) bludgeoning damage and be knocked prone on a failure, and half as much damage and not be knocked prone on a success. > > ***Behemoth Comet (1/day).*** The behemoth crystalizes a chunk of aether above its head and lets it crash at a location it can see within 120 ft. of it. The crystal explodes in a burst of fiery destruction in a 30ft. radius sphere. Each creature in the affected area must succeed on a DC 16 Dexterity saving throw, taking 16 (3d10) bludgeoning damage and 16 (3d10) fire damage on a failure, and half as much on a success. > > ### Bonus Action > ***Trample.*** *Melee Weapon Attack:* +8 to hit, 5ft., one target. *Hit* 13 (2d6+6) bludgeoning damage. Trample deals an extra 2d6 of damage on a creature that is prone. > ___ > *Credited to Soren of Asgard* ### Behemoth Upon the end of the Seventh Umbral Calamity, the first sightings of behemoth were heralded in. These heavily muscled beasts were first spotted in the mountains of Coerthas, shrouded in mystery as to where they came from. Some believe them to be the spawn of the elder primal Bahamut, though evidence has been scarce. #### Behemoth A Behemoth that has reached adult hood is incredibly dangerous in its own right. It's magical aptitude still developing it relies on its immense physical strength to overpower its foes, and saving its magicks for distant or particularly dangerous targets. \pagebreakNum ### Coeurl The couerl are native to the region known as the Near East, including the area around Thavnair. Their presence on the mainland and throughout Eorzea comes from the heritage of escaped war beasts that broke free from captivity on an island in the Black Shroud known as the Pearl. These highly deadly feline predators use electricity to stun their prey and then rend them with razor fang and claw. #### Coeurl A standard Coeurl is capable of generating highly potent electricity and channel it through their whip like whiskers that frame their face. Using this electricity to make even the most hardy target helpless, and then finishing it off. \columnbreak ___ > ## Coeurl >*Large beast, unaligned* > ___ > - **Armor Class** 14 (Natural) > - **Hit Points** 97 (13d10+26) > - **Speed** 40 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|14 (+2)|10 (+0)|15 (+2)|11 (+0)| >___ > - **Saving Throws** > - **Skills** Stealth +7, Survival +5 > - **Condition Immunities** paralyzed > - **Senses** darkvision 60 ft., Passive Perception 12 > - **Languages** > - **Challenge** 5 (1,800 XP) >___ > ***Avoidance.*** If the Coeurl is subject to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Pact Tactics.*** The Coeurl has advantage on an attack roll against a creature if at least one of the Coeurl's allies is within 5 ft. of the creature and the ally isn't incapacitated. > > ***Predatory Pounce.*** The Coeurl's long jump is 30 ft. with or without a running start. Creatures in the Coeurl's path must make a DC 15 Dexterity saving throw. On a failure, a creature takes (2d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. > ### Actions > ***Multiattack.*** Coeurl makes one Bite attack, and one Charged Whisker attack. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. > > ***Charged Whisker.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) slashing damage plus 3 (1d6) lightning damage. The creature must succeed on a DC 15 Constitution saving throw or be paralyzed for one minute. The target can repeat the the saving throw at the end of each of its turns, ending the effect on itself on a success. > >___ >*Credited to Jotunn-Bane* \pagebreakNum ### Goobbue A goobbue is a lumbering beast that has a symbiotic relationship with the moss and lichen growing atop its head. This growth provides the creature with a measure of camouflage, and, in return, the goobbue keeps the vegetation moist during the drier seasons with water scooped up in its hands. Though seemingly placid, the goobbue is a relentless predator, snatching up anything that skitters or crawls and shoveling it into its cavernous mouth. ___ > ## Goobbue >*Large Beast, Unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 114 (12d10+48) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|19 (+4)|5 (-3)|12 (+1)|7 (-2)| >___ > - **Senses** passive Perception 11 > - **Saving Throws** Constitution (+6) > - **Languages** - > - **Challenge** CR 3 (700 XP) > ___ > > **Sure-Footed.** The Goobbue has advantage on Strength and Dexterity saving throws against effects that would knock it prone. > > ### Actions > ***Multiattack.*** The Goobbue makes 2 slam attacks > > ***Slam.*** +5 to hit, 10ft. reach, one target. *Hit:* 9 (2d6+3) bludgeoning damage > > ***Sneeze. (Recharge 5-6)*** The goobbue sneezes in a 15ft. cone producing a harsh and disgusting gust of wind. Each creature in that area must make a DC 14 Strength saving throw, taking 16 (4d6) thunder damage and be knocked back 10ft. on a failure, or half as much damage and not be knocked back on a successful one. > > ___ > > *Credited to Soren of Asgard* \columnbreak #### Goobbue Gourmet A goobbue who has been especially prosperous will eventually develop new strategies to widen its options of prey. They still maintain a ravenous hunger, but a burning curiosity pushes them to seek new culinary experiences. ___ > ## Goobbue Gourmet >*Large Beast, Unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 147 (14d10+70) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|8 (-1)|21 (+5)|5 (-3)|14 (+2)|7 (-2)| >___ > - **Senses** passive Perception 12 > - **Saving Throws** Constitution (+8) > - **Languages** - > - **Challenge** CR 5 (1,100 XP) > ___ > > **Goobbue's Grief.** A creature that hits the goobbue with a melee attack while within 5 feet of it must make a DC 16 Constitution saving throw. On a failure they take 1d6 poison damage and are poisoned for 1 minute, or on a success are unaffected by Goobbue's Grief for 1 minute. A poisoned creature repeats its save at the end of each of its turns. > > **Sure-Footed.** The Goobbue has advantage on Strength and Dexterity saving throws against effects that would knock it prone. > > ### Actions > ***Multiattack.*** The Goobbue makes 3 slam attacks > > ***Slam.*** +6 to hit, 10ft. reach, one target. *Hit:* 12 (2d6+3) bludgeoning damage > > ***Moldy Phlegm (Recharge 5-6).*** The goobbue hawks a loogie at a target it can see within 30ft. of it which explodes in a 10 ft. radius sphere. Each creature in that area must make a DC 16 Dexterity saving throw, taking 20 (4d8) bludgeoning damage on a failure and and it can't regain hit points until the start of the Goobbue's next turn, or half as much damage and on a successful one. > > ***Moldy Sneeze (Recharge 5-6).*** The goobbue sneezes in a 15ft. cone producing a harsh and disgusting gust of wind. Each creature in that area must make a DC 16 Strength saving throw, taking 24 (6d6) thunder damage and be knocked prone on a failure, or half as much damage and not be knocked prone on a successful one. > > ___ > > *Credit to Soren of Asgard* \pagebreakNum ___ ___ > ## Fenrir >*Large monstrosity, unaligned* > ___ > - **Armor Class** 16 (Natural) > - **Hit Points** 275 (22d10+154) > - **Speed** 50 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|20 (+5)|24 (+7)|11 (+0)|14 (+2)|14 (+2)| >___ > - **Saving Throws** DEX +10, CON +12 > - **Skills** Perception +7, Athletics +12 > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing > - **Damage Immunities** cold > - **Condition Immunities** charmed, frightened, paralyzed, poisoned > - **Senses** darkvision 120 ft., Passive Perception 17 > - **Languages** > - **Challenge** 14 (11,500 XP) >___ > ***Divine Descendance.*** Fenrir's attacks are magical. > > ***Keen Sight and Smell.*** Fenrir has advantage on Wisdom (Perception) checks that rely on sight and smell. > > ***Legendary Resistance (3/Day).*** If Fenrir fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** Fenrir has advantage on saving throws against magical spells and effects. > ### Actions > ***Multiattack.*** Fenrir makes two Claw attacks, and one Bite attack. > > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 25 (4d8+7) piercing damage plus 14 (4d6) cold damage. > > ***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 18 (2d10+7) slashing damage. > > ***Hoarhound Roar (Recharge 6).*** Fenrir roars a 60 ft. cone of frozen breath. Each creature in the cone must make a DC 16 Dexterity saving throw. On a failure taking (12d8) cold damage or half as much damage on a success. > > ***Thousand Year Storm.*** Fenrir unleashes a mighty blizzard around itself. Each creature within 60 ft. of Fenrir must make a DC 16 Strength saving throw. On a failure the creature is pushed back 10 ft. knocked prone, and has its movement reduced to 0 until the end of its next turn. On a success the creature is only pushed back 10 ft. > > ### Bonus Actions > > ***Hoarhound Dash.*** Fenrir moves up to its speed towards a hostile creature it can see without provoking opportunity attacks. > >___ >*Credited to Jotunn-Bane* ### Hoarhound Hoarhounds once called the Coerthas Highlands home, but the rise of the city state of Ishgard saw the deadly lupine predators driven off. They'd go on to make their homes high in the mountains, but after the 7th umbral calamity forced coerthas into a perpetual winter, the hoarhounds returned to reclaim their homeland. \columnbreak #### Fenrir A hoarhound which has dedicated itself to Lady Iceheart, acting as a guardian. Its respledent hide glistens like moonlight, and with its demeanor cold as ice it stands as a deadly protector. It was named after a legendary spirit hound of lore. \pagebreakNum ___ ___ > ## Hoarhound >*Large monstrosity, unaligned* > ___ > - **Armor Class** 14 (Natural) > - **Hit Points** 161 (17d10+68) > - **Speed** 35 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|19 (+4)|9 (-1)|12 (+1)|12 (+1)| >___ > - **Saving Throws** DEX +7, CON +7 > - **Skills** Perception +4, Athletics +8 > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing, cold > - **Condition Immunities** charmed, frightened, paralyzed, poisoned > - **Senses** darkvision 120 ft., Passive Perception 14 > - **Languages** > - **Challenge** 8 (3,900 XP) >___ > ***Keen Sight and Smell.*** The Hoarhound has advantage on Wisdom (Perception) checks that rely on sight and smell. > > ***Pack Tactics.*** The Hoarhound has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Pounce.*** If the Hoarhound 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 creature can make one bite attack against it as a bonus action. > ### Actions > ***Multiattack.*** Hoarhound makes one Claw attack, and one Bite attack. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 23 (4d8+5) piercing damage plus 14 (4d6) cold damage. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) slashing damage. > > ***Hoarhound Roar (1/Day).*** The Hoarhound roars a 60 ft. cone of frozen breath. Each creature in the cone must make a DC 14 Dexterity saving throw. On a failure taking (8d8) cold damage or half as much damage on a success. > > ***Blizzard III (Recharge 5-6).*** The Hoarhound manipulates ice aether to create a localized blizzard at a point it can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Constitution saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The ground within the blizzard becomes coated in slick ice for 1 minute or until melted. A creature traversing the slick ice at more than half speed is required to make a DC 14 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. > > ### Bonus Actions > > ***Hoarhound Dash.*** The Hoarhound moves up to its speed towards a hostile creature it can see without provoking opportunity attacks. > ___ > *Credited to Jotunn-Bane* #### Hoarhound Hoarhounds are not just peerless hunters as giant wolves but also have a commendable control over ice magicks. Due to their physiology they strongly prefer cold environments where both their resilience in the face of frigid lands and their own strength removes competition for territory and prey. \pagebreakNum # Cloudkin The common thread drawn between all the Cloudkin is their ability for flight. Though it may be achieved through a variety of was, wings, aether and through gases. Their usefulness to the world of man could not be understated and long have civilizations of all shapes and sizes aimed to tame and train these birds for both war and transportation, with varying degrees of success. There are severeal species of cloudkin who over time abandoned the freedom of the skies for unknown reasons, prefering to stay firmly on the land. \columnbreak ##### Cloudkin Creatures | Creature Name | |:------------------:| | **Chocobo** | | Chocobo | | Abalathian Chocobo | | La Noscean Chocobo | | Dalmascan Red | | Fat Chocobo | | Ishgardian Black | | **Deathgaze** | | Deathgaze | | **Yol** | | Yol | | **Zu** | | Zu | \pagebreakNum ### Chocobos Renown the world over for their ability as great beasts of burden, the chocobo are not only great allies in work but under proper training become great allies in battle as well. Highly intelligent and relatively easy to tame, the Chocobo is a beloved creature the world over. #### Domestic Chocobos Domestic Chocobos are the standard fare of the land when it comes to the feathered friends. These birds of burden are generally quite easy to tame and come in a variety of breeds and sizes. From the larger draft chocobos who hail from Abalthia's Spine, to the smaller chocobos suited to smallfolk bred in La Noscea. ___ > ## Chocobo >*Large Beast, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 9 (2d10) Hitpoints > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|10 (+0)|3 (-4)|11 (+0)|8 (-1)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > > ### Actions > ***Beak.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 7 (1d8+3) slashing damage. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 6 (1d6+3) slashing damage. > >___ > >*Credited to Soren of Asgard* \columnbreak ___ > ## Abalathian Chocobo >*Large Beast, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 11 (2d10+2) Hitpoints > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|12 (+1)|3 (-4)|11 (+0)|7 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > > ### Actions > ***Beak.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 8 (1d8+4) slashing damage. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 7 (1d6+4) slashing damage. > >___ > >*Credited to Soren of Asgard* ___ > ## La Noscean Chocobo >*Medium Beast, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 8 (2d8) Hitpoints > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|10 (+0)|3 (-4)|11 (+0)|9 (-1)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > > ### Actions > ***Beak.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 6 (1d8+2) slashing damage. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 5 (1d6+2) slashing damage. > >___ > >*Credited to Soren of Asgard* \pagebreakNum > ##### War Chocobos > Some groups take advantage of the Chocobo's intelligent nature and train them as mounts for battle. A Chocobo which has undergone this special training gains the following benefits: > - Increase their hit points by one hit die > - Gain the **Multiattack** action, allowing them to make one Break and one Claw attack as an action on their turn. > - Optionally they may be equipped with Barding, adjusting their AC as detailed below. ##### Chocobo Barding
| AC | Barding | |:---:|:-----------:| | +1 | Leather | | +2 | Studded Leather | | 14 | Ring Mail | | +4 | Scale Mail | | AC | Barding | |:---:|:-----------:| | 16 | Chain Mail | | 17 | Splint | | 18 | Plate |
> ##### Sagely Fowl > Some Chocobos are able to learn healing magics during their war training. A chocobo who receives this benefit gains the following benefits: > - The chocobo's Wisdom score is increased by 2. > - The chocobo learns the Cure Wounds spell. Wisdom is its spellcasting ability. It may cast Cure Wounds twice per day. #### Dalmascan Red These crimson chocobo are notoriously wild and aggressive, having developed a talent for magic. They are capable of focusing aether into a solid crystal and dropping it onto their foes in a fiery explosion. Night untameable, these chocobo act as chaotic dangers of the sands they call home. #### Fat Chocobo These chocobo have had the blessings of night limitless food sources and a genetic defect allowing them to gorge themselves unendingly. This has allowed these chocobo to become massive, and with their size comes great strength. Many chocobo will flock around a Fat Chocobo and deem it the leader of their group, which can lead to serious problems in a region where the greedy fowl lives. Despite the potential dangers of living near a Fat Chocobo, many worship the concept as a symbol of fertility, harvest and prosperity, being included in many a farmer's folk tale. #### Ishgardian Black This breed of chocobo stand out amongst their kind with their dark feathers and ability to take flight. This particular breed was selectively trained and developed by the Ishgardians, but strays who've left their lives of captivity started flocks of their own. They are difficult to tame, having become a favourite of messengers in Ishgard. They've adopted an attitude of superiority over their flightless kin, only bowing their heads to Fat Chocobo. ___ > ## Dalmascan Red >*Large Beast, Unaligned* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 136 (16d10+48) Hitpoints > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|16 (+3)|6 (-2)|16 (+3)|10 (0)| >___ > - **Senses** passive Perception 11 > - **Languages** -- > - **Challenge** 5 (1800 XP) > ___ > >**Brute.** A melee weapon attack deals one extra die of its damage when the dalmascan red hits with it (included in the attack). > >***Innate Spellcasting.*** The dalmascan red's spellcasting ability is Wisdom (spell save DC 14). The dalmascan red can innately cast the following spells, requiring no material components: > >3/day each: *Burning Hands* > >1/day each: *Fireball* > > ### Actions >***Multiattack.*** The Dalmascan Red makes two beak attacks and one claw attack. > > ***Beak.*** *Melee Weapon Attack:* +6 to hit, 5ft., one target. *Hit:* 13 (2d8+2) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, 5ft., one target. *Hit:* 11 (2d6+2) slashing damage. > >___ > >*Credited to Soren of Asgard* \pagebreakNum ___ > ## Fat Chocobo >*Huge Beast, Unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 125 (10d12+60) Hitpoints > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|22 (+6)|3 (-4)|16 (+3)|10 (0)| >___ > - **Senses** passive Perception 13 > - **Languages** -- > - **Challenge** 4 (1100 XP) > ___ >***Sure Footing.*** The Fat Chocobo is unaffected by difficult terrain. > >***Roly-Poly.*** If the Chocobo uses the Dash action and moves at least 20ft. straight toward a target, it may make a Body Slam attack as a bonus action. If the target is a creature, it muster succesd on a DC 14 Strength saving throw or be knocked prone. > >***Innate Spellcasting.*** The Fat Chocobo's spellcasting ability is Wisdom (spell save DC 14). The Fat Chocobo can innately cast the following spells, requiring no material components: > >At will: *Earth Tremor* > >3/day each: *Thunderwave* > > ### Actions >***Multiattack.*** The Fat Chocobo makes three beak attacks. > > ***Beak.*** *Melee Weapon Attack:* +6 to hit, 10ft., one target. *Hit:* 10 (1d8+5) piercing damage. > > ***Body Slam.*** *Melee Weapon Attack:* +6 to hit, 5ft., one target. *Hit:* 12 (1d12+5) bludgeoning damage. If the target creature is under the prone condition when hit by Body Slam, it deals an addition 1d12 of damage. Additionally, the creature that was body slammed is now crushed beneath the creature, gaining the restrained condition (escape DC 14). The creature is freed from the condition if the Fat Chocobo moves. > > ### Reactions > ***Stomping Tantrum.*** When a creature enters an area within 10ft. of the Fat Chocobo, it may cast Earth Tremor. > >___ > >*Credited to Soren of Asgard* \columnbreak ___ > ## Ishgardian Black >*Large Beast, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 9 (2d10) Hitpoints > - **Speed** 20ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|10 (+0)|3 (-4)|11 (+0)|8 (-1)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > > ### Actions > > ***Aerial Multiattack.*** The Ishgardian Black chocobo as an action may make two Finesse Claw attacks if it is currently flying. > > ***Beak.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 7 (1d8+3) slashing damage. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 6 (1d6+3) slashing damage. > > ***Finesse Claw.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 6 (1d6+3) slashing damage. > >___ > >*Credited to Soren of Asgard* \pagebreakNum ### Deathgaze The Deathgaze fly in large flocks and descend on regions for short periods of time, hunting the region til all their prey has been wiped out. They then move on to the next region. Due to their destructive nature, when a group of deathgaze descend upon an area, they are seen as omens of hrad times ahead. #### Deathgaze A Deathgaze is a predatory bird which uses sharp talons and manipulate both wind and lightning aether to disable and hunt their prey. No matter where their wanted prey runs they have a tool to attack and hunt them down. \columnbreak ___ > ## Deathgaze >*Large monstrosity, neutral evil* > ___ > - **Armor Class** 15 (natural) > - **Hit Points** 75 (10d10+20) > - **Speed** 30 ft. walk, 30 ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|17 (+3)|14 (+2)|16 (+3)|15 (+2)|16 (+3)| >___ > - **Saving Throws** DEX +6, CON +5 > - **Skills** Acrobatics +6, Athletics +7 > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing, lightning > - **Condition Immunities** paralyzed > - **Senses** Passive Perception 12 > - **Languages** > - **Challenge** 8 (3,900 XP) >___ > ***Lightning Absorption.*** Whenever the Deathgaze is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. > > ***Magic Weapons.*** The creature's weapon attacks are magical. > > ***Innate Spellcasting.*** Deathgaze's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: > > At Will *Aero II* > > ### Actions > ***Multiattack.*** Deathgaze makes three Talon attacks. > > ***Talon.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. > > ***Bombination (Recharge 5-6).*** The Deathgaze chooses a point it can see within 120 ft. of it. Each creature in a 20 ft. radius sphere centered on that point must make a DC 16 Dexterity saving throw. A target takes (4d6) lightning damage and suffers the effects of the slow spell until the end of its next turn, or half as much damage and no slowed effect on a success. > >___ >*Credited to Jotunn-Bane \pagebreakNum ### Yol These large cloudkin are native to the Azim Steppe in the Othard Region. Steppe Warriors under go a trial known as Bardam's Meddle where at the end of the gauntlet challenge a Yol and if they are successful, tame the beast and form a lifelong bond with it, the ferocious beast serving as a mount from that day forward. ___ > ## Yol >*Large monstrosity, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 114 (12d10+48) > - **Speed** 30 ft. walk, 60 ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|19 (+4)|19 (+4)|3 (-4)|14 (+2)|10 (+0)| >___ > - **Saving Throws** > - **Skills** Perception +8 > - **Senses** darkvision 60 ft., Passive Perception 18 > - **Languages** > - **Challenge** 6 (2,300 XP) >___ > ***Bonded Understanding.*** If the Yol is bonded to a rider, it can understand one language the rider speaks, but can't speak it. > > ***Flyby.*** The Yol doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Keen Sight.*** The Yol has advantage on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Multiattack.*** Yol makes one Beak attack, and two Talon attacks. It can replace one of these attacks with Wingbeat. > > ***Beak.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) piercing damage. > > ***Talon.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. > > ***Wingbeat.*** The Yol beats its wings. Each creature within 15 ft. of the Yol must make a DC 15 Strength saving throw. On a failure the creature is takes (2d6) bludgeoning damage, is pushed back 10 feet and knocked prone. On a success it takes half as much damage and isn't pushed back or knocked prone. > > ***Feathercut (Recharge 5-6).*** The Yol causes a rush of gale force winds. Each creature in a 20 ft. cone must make a DC 15 Dexterity saving throw. On a failure the creature takes (7d8) magical slashing damage, and half as much damage on a success. > >___ >*Credited to Jotunn-Bane* \pagebreakNum ### Zu The Zu were native to the scorching deserts of the Near East, spending much of their time nesting and hatching their young in the warm climate, but upon relieving themselves of the responsibility travel to the cooler Eorzea for a time. #### Zu Since the calamity, the Zu have been staying in Eorzea year round, rather than travelling to and fro between Eorzea and Thavnair. The Zu seem particularly keen in the northern Vylbrand and the Sea of Clouds. ___ > ## Zu > *Large monstrosity, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 76 (8d10+32) > - **Speed** 25 ft. walk, 40 ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+2)|18 (+4)|6 (-2)|13 (+1)|7 (-2)| >___ > - **Saving Throws** > - **Skills** Acrobatics +6, Perception +3 > - **Condition Immunities** sleep, petrified > - **Senses** Passive Perception 13 > - **Languages** > - **Challenge** 3 (700 XP) >___ > ### Actions > ***Multiattack.*** Zu makes one Bite attack, and two Claw attacks. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. > > ***Sonic Boom.*** The Zu beats its wings to create winds with concussive force in a 30 ft. long 10 ft. wide line. Each creature in the line must make a DC 13 Constitution saving throw. On a failure the creature takes (2d6) thunder damage and becomes stunned until the end of its next turn, on a success taking no damage and isn't stunned. >___ >*Credited to Jotunn-Bane* \pagebreakNum # Dragons Thoughnot strictly a class these other worldly beings are different enough from the Spoken class they would belong to under normal circumsatances that they are deserving of their own classification. Sitting somewhere between Scalekin and Spoken, Dragons are highly intelligent with a vast history and lineage. They birth their young through clutches of eggs and value the bonds of family greatly. \columnbreak ##### Dragon Creatures | Creature Name | |:------------------:| | **Aevis** | | Aevis | | **Amphiptere** | | Amphiptere | | **Brobinyak** | | Brobinyak | | **Dragon** | | Dragonet | | **Lesser Dragon** | Lesser Dragon | | **Verge Dragon** | | Verge Dragon | | **Vouivre** | | Vouivre | | **Wyvern** | | Wyvern | \pagebreakNum ### Aevis Coming Soon #### Aevis \pagebreakNum ### Amphiptere Scholars are unsure of the origin of the Amphiptere, as many dragons can have a lineage drawn to show their progress, this particular species has no clear heritage. Classifications aside, the amphiptere are quick moving dragon comfortable on the ground and in the sky. Using its wings it attempts to shove creatures into perilous positions or use its magicked shrieks to befuddle and weaken their prey. \columnbreak #### Amphitere Though there exist gaps in thorough research, there are gaps in advancement for certain branches like the Dragonfly genus of dragons. I theorize it could be possible that the amphiptere could trace their lineage to that similarly slender draconic cousin. ___ > ## Amphiptere >*Large dragon, Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 153 (18d10+54) > - **Speed** 40ft., 40ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|16 (+3)|10 (+0)|12 (+1)|15 (+2)| >___ > - **Senses** Passive Perception 11 > - **Languages** Draconic > - **Challenge** CR 6 (2300 XP) > ___ > > ### Actions > ***Multiattack.*** The amphiptere makes 3 peck attacks > > ***Peck.*** *Melee Weapon Attack:* +6 to hit, 5ft., one target. *Hit:* 12 (2d8+3) piercing damage > > ***Calamitous Wind (Recharge 3-4).*** The amphiptere swings its wings with great force, whipping up a localized whirlwind in a 15ft. cone in front of it. Each creature in that area must make a DC 13 Strength saving throw, taking 20 (4d10) thunder damage and being knocked back 15ft. on a failure, or half as much damage and not be knocked back on a successful one. > > ***Warped Wail (Recharge 5-6).*** Amphiptere releases a mournful wail laced with magicks in a 15ft. radius sphere around them. Each creature in that area must make a DC 13 Wisdom saving throw, taking 21 (6d6) psychic damage and becoming charmed by the Amphitere on a failure, or half as much damage and not be charmed on a successful one. While charmed by the Amphiptere the target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. It repeats the saving throw at the end of each of its turns. > >___ > >*Credited to Soren of Asgard* \pagebreakNum ### Brobinyak The Brobinyak can draw its lineage to a long lived lesser dragon whose body has adapted to its hunting style and home region. Brobinyak have slimmed their bodies down and become far quicker on the ground at the cost of their wings. Their bodies are covered with strong spikes they use to swing and jab their prey. #### Brobinyak The Brobinyak's body is covered in hard spines it uses to gouge at its prey, using its high speed to stay atop of their prey, jabbing their victims when they attempt to fight back and chasing them down should they try to escape, brobinyak's are truly dangerous hunters. ___ > ## Brobinyak >*Large dragon, Unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 133 (14d10+56) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|18 (+4)|10 (+0)|10 (+0)|14 (+2)| >___ > - **Senses** Passive Perception 11 > - **Languages** Draconic > - **Challenge** CR 5 (1800 XP) > ___ > > **Draconic Thorns.** The Brobinyak's spike covered body makes approach dangerous. A creature that makes a melee weapon attack against the Brobinyak takes *2* (1d4) piercing damage. > > ### Actions > ***Multiattack.*** The brobinyak makes 2 gouge attacks. > > ***Gouge.*** *Melee Weapon Attack:* +6 to hit, 5ft., one target. *Hit:* 16 (2d12+3) piercing damage > > ***Body Slam (Recharge 3-4).*** The brobinyak leaps into the air and slams its fully body down creating an impact wave in a 10ft. radius circle around it. Each creature in the affected area must make a DC 15 Strength saving throw or take *18* (4d10) bludgeoning damage and are knocked prone, or half as much damage and not knocked prone on a successful one. > > ***Serpent's Apple (Recharge 5-6).*** The brobinyak swings his head in a 15ft. cone in front of it. Each creature in the affected area must make a DC 15 Dexterity saving throw or take *19* (3d12) piercing damage or half as much on a successful one. > >___ > >*Credited to Soren of Asgard* \columnbreak \pagebreakNum ### Dragon #### Dragonet Coming Soon \pagebreakNum ### Lesser Dragon #### Lesser Dragon Coming Soon \pagebreakNum ___ ___ > ## Verge Dragon >*Huge dragon, Unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 237 (19d12+114) > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|22 (+6)|10 (+0)|18 (+4)|10 (+0)| >___ > - **Damage Immunities** Lightning > - **Senses** Passive Perception 14 > - **Languages** Draconic > - **Challenge** CR 12 (8,400 XP) > ___ > **Avoidance.** If the verge dragon is subject to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > **Critical Rip.** Verge Dragon scores critical hits on die results 19-20, and their critical hits deal an extra damage die of damage. > > **Wild Charge.** If the verge dragon moves at least 20 feet straight toward a creature and then hits it with a rip attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the verge dragon can make one vicious rip attack against it as a bonus action. > > ### Actions > ***Multiattack.*** The verge dragon makes one rip attack and one spiked tail attack. > > ***Rip.*** *Melee Weapon Attack:* +8 to hit, 10ft., one target. *Hit:* *20* (3d10+4) slashing damage. > > ***Spiked Tail.*** *Melee Weapon Attack:* +8 to hit, 10ft., one target. *Hit:* *23* (3d12+4) piercing damage. > > ***Vicious Rip.*** *Melee Weapon Attack:* +8 to hit, 10ft., one target. *Hit:* *36* (6d10+4) slashing damage. > > ***Heat Lightning (Recharge 3-4).*** The verge dragon unleashes a massive amount of lightning aether, each creature in a 30ft. radius sphere around it acting as a lightning rod. Each creature is targeted by a 10ft. radius spherical burst of lightning. Each creature in an affected area must make a DC 16 Dexterity saving throw taking 36 (8d8) lightning damage on a failure, and half as much on a success. If a creature is affected by more than one heat lightning burst, they make the saving throw once, but take damage from both bursts. > > ***Crackle Hiss (Recharge 5-6).*** The verge dragon unleashes a burst of static electricity in a 60ft. cone. Each creature in the affected area must make a DC 18 Constitution saving throw, taking 39 (7d10) lightning damage and become paralyzed for 1 minute. A paralyzed creature repeats its saving throw at the end of its turn and is no longer paralyzed on a success. > > ### Bonus Actions > ***Erratic Blaster.*** The verge dragon chooses a target it can see within 30ft. of it. The creature must make a DC 16 Constitution saving throw, becoming paralyzed for 1 minute on a failure. A paralyzed creature repeats its saving throw at the end of its turn and is no longer paralyzed on a success. >___ > >*Credited to Soren of Asgard* ### Verge Dragon The verge dragon is the peak of ground based hunters amongst the dragons. Having developed a number of feline features akin to a coeurl, they have become highly power predators that wield razor claw and lightning to weaken their prey before striking. Rather than donning fur and whiskers, their bodys are covered in hard scales which build static electricity with every movement and long tendrils from their face which are used to unleash their lightning based hunting tools. \columnbreak #### Verge Dragon Verge dragons built up vast stores of lightning aether through movement, their high speed and highly mobile body constantly replenishing their ability to unleash their paralyzing lightning. The will often stun their victim with this lightning and then close in and finish them off with ease, but in the event of a chase, the verge dragon has the speed and strength to track down their foe and finish them off with great ferocity. \pagebreakNum \columnbreak ### Vouivre Vouivre are wyverns who've continued to further adapt their bodies to become expert fliers. Their bodies have become more sleek and they've shed many of their horns and claws in favour of a sleeker body. Their legs have lost much of their definition as they rarely land and use them. #### Vouivre The vouivre may have traded off some of its physical strength but to make up for this adapatation it has gained a stronger master of aetheric manipulation, launching bombs of searing light and potent poisons stored in its tail spike to wear down their prey. ___ > ## Vouivre >*Large dragon, Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 127 (15d10+45) > - **Speed** 10ft., 60ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+2)|18 (+4)|16 (+3)|10 (+0)|14 (+2)|15 (+2)| >___ > - **Senses** Passive Perception 12 > - **Languages** Draconic > - **Challenge** CR 5 (1800 XP) > ___ > > **Flyby.** Vouivre doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ### Actions > ***Multiattack.*** The vouivre makes 1 bite attack and 1 whipcrack attack. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, 5ft., one target. *Hit:* 8 (1d8+4) piercing damage > > ***Whipcrack.*** *Melee Weapon Attack:* +7 to hit, 5ft., one target. *Hit:* 8 (d8+4) slashing damage. On a hit the creature must make a DC 15 Constitution saving throw, taking *18* (4d8) poison damage on a failure, and half as much on a successful one. > > ***Lumisphere (Recharge 5-6).*** The Vouivre gathers aether in its throat and tosses the sphere at a location it can see wtihin 80ft. of it. The sphere explodes in a 20ft. radius at the location. Each creature in the affected area must make a DC 15 Dexterity saving throw, taking *22* (4d10) radiant damage on a failure, and half as much damage on a successful one. > >___ > >*Credited to Soren of Asgard* \pagebreakNum ## Wyvern #### Wyvern Coming Soon \pagebreakNum # Forgekin Beings born of the ingenuity of the clever and determined mark the creation of the forgekin. These are mechanical beings who are not born in traditional sense, but rather built for specific purchases. \columnbreak ##### Forgekin Creatures | Creature Name | |:------------------:| | **Magitek Machina** | | Magitek Deathclaw | | Magitek Reaper | | Magitek Predator | | Magitek Vanguard | \pagebreakNum ### Magitek Machina Magitek refers to any kind of machina which uses the magical fuel ceruleum as a source of power. The Garlean Empire is the most prevelant users of magitek, having been denied the wide spread use of magicks they used machines of all sizes to bridge the gap and become a dominate force in the world. #### Magitek Deathclaw Based on the designs of the Allagan Empire of centuries past, the Deathclaw is a device used to capture and restrain targets, subduing key objectives and taking them captive. ___ > ## Magitek Deathclaw >*Medium construct, neutral* > ___ > - **Armor Class** 13 (Natural) > - **Hit Points** 60 (8d8+24) > - **Speed** 30 ft. flyhover >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|9 (-1)|16 (+3)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Saving Throws** > - **Damage Vulnerabilities** lightning > - **Damage Immunities** psychic > - **Condition Immunities** poisoned, diseased, exhaustion, sleep, charmed > - **Senses** darkvision 60 ft., Passive Perception 10 > - **Languages** Common plus a language spoken by its creator > - **Challenge** 3 (700 XP) >___ > ### Actions > ***Multiattack.*** Magitek Deathclaw makes two Death Grip attacks. > > ***Death Grip.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8+5) piercing damage. If the target is a medium or smaller creature, it has the grappled condition (escape DC 15). The Magitek Deathclaw can only grapple one target at a time. > >___ > > *Credited to HomemadeMovies* \columnbreak #### Magitek Reaper The Magitek Reapers are a key component of the Garlean Empire's vanguard. Protected by soldiers allowing the reaper to act as mobile artillery, raining hell fire down upon the battle field. If the line is broken they fall back on their photon stream to repel nearby foes. ___ > ## Magitek Reaper >*Large construct, neutral* > ___ > - **Armor Class** 16 (Natural) > - **Hit Points** 94 (9d10+45) > - **Speed** 40 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|20 (+5)|3 (-4)|10 (+0)|10 (+0)| >___ > - **Saving Throws** > - **Skills** Athletics +8, Perception +6 > - **Damage Vulnerabilities** lightning > - **Damage Immunities** psychic > - **Condition Immunities** charmed, diseased, frightened, poisoned, sleep, exhaustion > - **Senses** darkvision 120 ft., Passive Perception 16 > - **Languages** Understands one language of its creator but can't speak > - **Challenge** 6 (2,300 XP) >___ > ***Magic Resistance.*** The Magitek Reaper has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** Magitek Reaper makes , and undefined. > > ***Photon Stream.*** The Magitek Reaper unleashes a hail of bullets in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) piercing damage on a failed save, or half as much damage on a successful one. > > ***Magitek Cannon.*** The Magitek Reaper targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 15 Dexterity saving throw, taking 11 (2d10) Force damage plus 28 (8d6) Fire damage on a failed save, half as much damage on a successful one. > > ### Bonus Actions > > ***Overclock (2/Day).*** The Magitek Reaper takes the Dash or Disengage action. > >___ > > *Credited to HomemadeMovies* \pagebreakNum #### Magitek Predator Where the reaper specializes in long ranged bombardment, the predator is a line breaker sent in to cause the defensive line of enemies to crumble. Equipped with claws and powerful area clearing weapons the magitek predator is used as a shock trooper to rip open opportunities to advance. \columnbreak ___ >## Magitek Predator >*Large construct, neutral* >___ >**Armor Class** 17 (Natural) >**Hit Points** 119 (14d10+42) >**Speed** 45 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|13 (+1)|16 (+3)|10 (+0)|10 (+0)|10 (+0)| >___ >**Skills** Investigation +8, Perception +8 >**Damage Resistances** non-magical bludgeoning, piercing, and slashing >**Damage Immunities** psychic >**Damage Vulnerabilities** lightning >**Condition Immunities** charmed, diseased, frightened, poisoned, sleep, exhaustion >**Senses** darkvision 120 ft., Passive Perception 18 >**Languages** Common plus one language spoken by its creator >**Challenge** 9 (5000 XP) >___ >***Combat Ready.*** The Magitek Predator has advantage on initiative rolls. >***Magic Resistance.*** The Magitek Predator has advantage on saving throws against spells and other magical effects. >***Magic Weapons.*** The Magitek Predator's weapons are magical. >### Actions >***Multiattack.*** Magitek Vanguard makes three Magitek Claw attacks. When its Magitek Ray or Magitek Missile is avilable, it can use either in place of one Magitek Claw attack. >***Magitek Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. >***Magitek Ray (Recharge 5-6).*** The Magitek Predator's chassis unhinges and lets forth a concentrated beam of energy in a line 100 feet long and 5 feet wide line. Creatures in the line must make a DC 16 Dexterity saving throw, taking 27 (8d6) lightning damage plus 11 (2d10) force damage on a failed save or half as much on a successful one. >***Magitek Missiles (Recharge 5-6).*** The Magitek Predator's chooses up to three target creatures. Each creature must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half as much on a successful one. >___ >*Credited to HomemadeMovies* \pagebreakNum #### Magitek Vanguard The magitek vanguard is an automated machina which uses large drills to break through defensive outfittings. Charged with the destruction of walls and defensive constructs, the vanguard leads the charge in siege warfare. Though their target is intended to be these bulwarks, their drills are just as deadly against targets of more fleshy natures. ___ > ## Magitek Vanguard >*Large construct, neutral* > ___ > - **Armor Class** 15 (Natural) > - **Hit Points** 119 (14d10+42) > - **Speed** 40 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|17 (+3)|3 (-4)|10 (+0)|10 (+0)| >___ > - **Saving Throws** CON +6 > - **Skills** Athletics +8, Intimidation +3, Perception +6 > - **Damage Vulnerabilities** lightning > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing > - **Damage Immunities** psychic > - **Condition Immunities** charmed, diseased, frightened, poisoned, sleep, exhaustion > - **Senses** darkvision 120 ft., Passive Perception 16 > - **Languages** Common plus one language spoken by its creator > - **Challenge** 6 (2,300 XP) >___ > ***Magic Resistance.*** The Magitek Vanguard has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The Magitek Vanguard deals double damage to objects and structures. > ### Actions > ***Multiattack.*** Magitek Vanguard makes three Cermet Drill attacks. > > ***Cermet Drill.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (1d10+5) piercing damage. > > ***Drill Cannons (Recharge 5-6).*** The Magitek Vanguard empowers its drills and unleashes a blast in a line 30 feet long and 5 feet wide. Each creature in that area must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) piercing damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. > >___ > > *Credited to HomemadeMovies* \pagebreakNum # Primals Primals are beings born of prayer and a large offering of aetheric crystals to give shape to life. While they exist primals will draw on the natural aether of the land, sucking the planet dry of aether as long as they live. The art of summoning primals was spread by the the ascians to various groups, who were more than eager to call forth their gods to protect them, leading to a series of escalating conflicts between beast tribes and settlements. When a primal is summoned the intentions of its summoner is impressed upon its mind. Often they'll seek to expand their people's territory or protect them from danger, but when summoned in the presence of intense emotions and duress, they'll mirror these unbridled feelings.
##### Mythic Monsters In the book official D&D 5e book "Mythic Odysseys of Theros" a new powerful trait of monsters was released for highly powerful monsters granting them Mythic Traits and Mythic Actions. They highlight that these are optional but if you wanted to add a dramatic twist to a major encounter, using these traits were a way to make a battle reach truly lethal stakes. **Mythic Traits.** It appears mythic traits activate when one of these "boss" creatures are reduced to 0 hit points. The creature will recover its hit points, perform some kind of action or gain some sort of trait, and then the battle continues. **Mythic Actions.** These are actions which are available for only an hour after their mythic trait is active and are basically added to the options for "Legendary Actions" the creature has. These are either improvements to existing legendary actions, resource recovery tools or special new actions. If you see Mythic Actions in a monster's stat block don't feel compelled to make use of them.
\columnbreak ##### Primal Creatures | Creature Name | |:------------------:| | Garuda, Lady of the Vortex | | Chirada | | Suparna | | Ifrit, Lord of the Inferno | | Leviathan, Lord of the Whorl | | Wave Spume | | Odin, Dark Divinity | | Ramuh, Lord of Levin | | Shiva, Goddess of Ice | | Titan, Lord of Crags | \pagebreakNum ### Garuda Ixali legend maintains that the Ixal once lived in Ayatlan and served as Garuda's divine soldiers, and by Garuda's orders they flew to the lands below the clouds to purge evil and save the land. Upon their victories she bade them remain on the earth to protect it. During the age of myth, Garuda slew a great snake that threatened to bind the worlds creatures and though wounded came out victorious against it. She feasted on the snake to replenish her strength and gained a taste for the flesh of land dwellers, causing even the Ixal to fear her. #### Garuda, Lady of the Vortex The Lady of the Vortex is a cunning and cruel opponent no matter how many crystals have been offered in her summoning. Willing to capture and sacrifice other beastmen tribes, torture the weak and rather than enthral others aim for their outright destruction. She is wild, cruel and violent, with a greed to bring the world under her talon. #### Chirada and Suparna Garuda's loyal servants, whom she calls upon to join her in battle and share in her strength. Through their unity they draw greater power than one of them would know alone. It is theorized whether these are lesser, non dominant aspects of Garuda, the valorous fighter Suparna or the caring soothesayer Chirada, or merely egi she formed herself purely to assist her in battle. \pagebreak ___ ___ > ## Garurda, Lady of the Vortex >*Large elemental, Chaotic Evil* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 285 (30d10+120) > - **Speed** 30ft., 60ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|18 (+4)|18 (+4)|18 (+4)|20 (+5)| >___ > - **Saving Throws** Dexterity +10, Constitution +9, Charisma +10 > - **Skills** Acrobatics +10, Perception +9 > - **Damage Resistance** bludgeoning, piercing and slashing from non-magical weapons > - **Damage Immunities** thunder > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** passive perception 19 > - **Languages** Languages > - **Challenge** 15 (13,000 XP) > ___ > > **Reckoning (Mythic Trait; Recharges after a Short or Long Rest).** When Garuda is reduced to 0 hit points, she doesn't die or fall unconscious. Instead she regains 285 hit points, summons Suparna and Chirada at locations she can see within 40ft. of her and summons a Storm of Reckoning. The storm of reckoning is described on the next page. Additionally, Garuda now benefits from her own Malicious Aura. > > **Flyby.** Garuda doesn't provoke opportunity attacks when she flies out of an enemy's reach. > > ***Legendary Resistance (3/Day).*** If Odin fails a saving throw, he can choose to succeed instead. > > ***Magic Weapons.*** Garuda's weapon attacks are magical. > > ***Malicious Aura.*** Garuda's allies within 30ft. of her deal +5 thunder damage on all of their attacks. > > ### Actions > ***Multiattack.*** Garuda makes 3 and talon attacks. > > ***Talon.*** *Melee Weapon Attack:* +10 to hit, 10ft., one target. *10* (1d10+5) slashing damage > > ***Friction.*** Garuda unleashes a violent burst of wind at a location she can see within 60ft. of her in a 15ft. radius sphere. Each creature in the affected area must make a Dexterity saving throw, taking 22 (4d10) thunder damage on a failure and half as much on a success. > > ***Wicked Wheel.*** Garuda spins wildly releasing a forceful kick in a 15ft. radius around her. Each creature in the affected area must make a DC 18 Strength saving throw or take *14* (3d8) bludgeoning damage plus *14* (3d8) thunder damage on a failure and be knocked back 15ft. on a failure, and half as much damage and not be knocked back on a successful one. > > ***Slipstream (Recharge 3-4).*** Garuda unleashes a downburst in a 15ft. cone infront of her. All creatures in the affected area must make a DC 18 Constitution saving throw or take *36* (8d8) thunder damage and become stunned until the end of their next turn on a failure, or take half as much damage and not be stunned on a successful one. > > ***Aerial Blast (Recharge 5-6).*** Garuda unleashes a massive torrent of howling winds in a 20ft. radius, 40 ft. high cylinder centered at a location she can see within 60ft of her. All creatures in the affected area must make a DC 18 Dexterity saving throw or take *36* (8d8) thunder damage on a failure, or take half as much damage and not be stunned on a successful one. The area is then battered by howling winds for 1 minute, becoming difficult terrain. A creature that enters the space for the first time or begins their turn inside must make a DC 18 Strength saving throw or take *9* (2d8) thunder damage on a failure and half as much on a success. > > ***Summon Egis (1/Day).*** Garuda summons one Suparna and one Chirada at a location she can see wtihin 40ft. of her. > > ### Bonus Actions > ***Feather Rain.*** Garuda rains feathers in a 10ft. radius circle around her. Each creature in the affected area must make a DC 18 Dexterity saving throw or take *9* (2d8) piercing damage on a failure, and half as much on a successful one. Garuda then may move up to 30ft. of her fly speed. > > ### Legendary Actions > Garuda 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. Garuda regains spent legendary actions at the start of her turn. > > ***Swipe.*** Garuda makes a talon attack. > > ***Soar.*** Garuda moves up to 30ft. of her fly speed. > > ***Feather Storm (2 Actions).*** Garuda uses Feather Rain. > > ### Mythic Actions > If Garuda's mythic trait is active, she can use the options below as legendary actions. > > ***Vengeful Talon.*** Garuda makes a talon attack which deals an addiiton 5 thunder damage. > > ***Feather Hell.*** Garuda uses Feather Rain > > ***Torturous Wheels. (2 Actions).*** Garuda uses Wicked Wheel or orders Suparna to use Wicked Wheel \pagebreakNum
##### Storm of Reckoning Garuda's storm of reckoning is a 300ft. radius, 500ft. tall cylinder of raging dark winds that shred all in its vicinity. At its center you'll find her newly formed battle field, the eye of the storm which features a highly powerful updraft in a 40ft. radius, 500ft. tall cylinder which grants all creatures without a flying speed a 30ft. fly speed while inside the eye of the storm. A creature that enters the raging winds of the storm or begins their turn in the area must make a DC 18 Strength saving throw or take *7* (2d6) thunder damage plus *7* (2d6) slashing damage and be forcibly moved. If they are in the air they are dragged 60ft. towards the ground, and if they are already on the ground they are dragged 60ft. towards the eye of the storm in a straight line. They take 1d6 bludgeoning damage for every 10ft. of movement made in this way if they hit the ground or an object. The storm is considered difficult terrain. On a successful save, they take half as much damage and are not forcibly moved. The raging winds are considered difficult terrain if you are moving away from the eye of the storm.
___ > ## Chirada > *medium elemental (egi), Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 136 (16d8+64) > - **Speed** 30ft., 60ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|16 (+3)|16 (+3)|18 (+4)|16 (+3)| >___ > - **Damage Immunities** thunder > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** passive perception 13 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ > > **Flyby.** Chirada doesn't provoke opportunity attacks when she flies out of an enemy's reach. > > ***Soothing Winds.*** At the star of Chirada's turn, all of Chirada's allies within 30ft. of her recover 13 (3d6+3) hit points. > > ### Actions > ***Multiattack.*** Chirada makes 2 and talon attacks. > > ***Talon.*** *Melee Weapon Attack:* +8 to hit, 5ft., one target. *9* (1d8+5) slashing damage >___ > *Credited to Soren of Asgard*
___ > ## Suparna > *medium elemental (egi), Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 136 (16d8+64) > - **Speed** 30ft., 60ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|20 (+5)|16 (+3)|10 (+0)|16 (+3)|18 (+4)| >___ > - **Damage Immunities** thunder > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** passive perception 13 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ > > **Flyby.** Suparna doesn't provoke opportunity attacks when she flies out of an enemy's reach. > > ***Malicious Aura.*** Suparna's allies within 30ft. of her deal +4 thunder damage on all of their attacks. > > ### Actions > ***Multiattack.*** Suparna makes 2 and talon attacks. > > ***Talon.*** *Melee Weapon Attack:* +8 to hit, 5ft., one target. *10* (1d10+5) slashing damage > > ***Friction.*** Suparna unleashes a violent burst of wind at a location she can see within 60ft. of her in a 10ft. radius sphere. Each creature in the affected area must make a DC 15 Dexterity saving throw, taking 16 (3d10) thunder damage on a failure and half as much on a success. > > ***Wicked Wheel.*** Suparna spins wildly releasing a forceful kick in a 10ft. radius around her. Each creature in the affected area must make a DC 15 Strength saving throw or take *9* (2d8) bludgeoning damage plus *9* (2d8) thunder damage on a failure and be knocked back 10ft. on a failure, and half as much damage and not be knocked back on a successful one. >___ > *Credited to Soren of Asgard* \pagebreakNum ## Ifrit ### Ifrit, Lord of the Inferno Coming Soon \pagebreakNum ___ ___ > ## Ifrit, Lord of the Inferno > ___ > *Credited to Jotunn-Bane* \pagebreakNum ### Leviathan #### Leviathan, Lord of the Whorl \pagebreakNum ___ ___ > ## Leviathan, Lord of the Whorl >*Gargantuan elemental, neutral evil* > ___ > - **Armor Class** 18 (Natural armor) > - **Hit Points** 277 (15d20+120) > - **Speed** 30 ft. walk, 60 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|18 (+4)|26 (+8)|14 (+2)|18 (+4)|12 (+1)| >___ > - **Saving Throws** STR +12, DEX +10, WIS +10 > - **Skills** Intimidation +7, Perception +10, Athletics +12, Acrobatics +10 > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing > - **Damage Immunities** acid > - **Condition Immunities** charmed, exhaustion, petrified > - **Senses** darkvision 120 ft., Passive Perception 20 > - **Languages** Common, Aquan > - **Challenge** 17 (18,000 XP) >___ > ***Agile Swimmer.*** While Leviathan is underwater, his movement is unaffected by difficult terrain. > > ***Amphibious.*** Leviathan can breathe air and water > > ***Corrupted Water.*** All water in a 200ft. radius around Leviathan is corrupted, a creature can only hold its breath for half as much time and gains twice the ammount of exhaustion when suffocating when in the corrupted water. > > ***Legendary Resistance (3/Day).*** If Leviathan, Lord of the Whorl fails a saving throw, he can choose to succeed instead. > > ***Call of the Depths (Recharges after a Short or Long Rest).*** If Leviathan, Lord of the Whorl would be reduced to 0 hit points, its current hit point total instead resets to 277 (15d20+120) hit points and he summons a Wavespine Sahagin and a Wavetooth Sahagin on a location within 60ft. of him. Additionally, Leviathan, Lord of the Whorl can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 25.000 XP (50.000 XP total) for defeating Leviathan, Lord of the Whorl after this trait activates. > > ### Actions > ***Multiattack.*** Leviathan, Lord of the Whorl makes two Bite attacks, and one Tail attack. He can replace one Bite attack with a Scale Darts attack or forgo both of his Bite attacks to use Water Spout instead. > > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 19 (3d8+6) piercing damage. > > ***Tail.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 22 (3d10+6) bludgeoning damage. > > ***Scale Darts.*** *Ranged Weapon Attack:* +10 to hit, range 30/60 ft., one target. *Hit:* 15 (2d10+4) piercing damage. > > ***Water Spout.*** Leviathan conjures a bubble of corrupted water on a point he can see within 60ft. of him. Creatures within a 10ft. radius centered of that point must make a DC 19 Dexterity saving throw or take 18 (4d8) acid damage on a failure and half as much on a success. > > ***Body Slam (Recharge 5/6).*** Leviathan slams his body, each creature in a 40ft. long and 20ft. wide line originating from him must make a DC 19 Dexterity saving throw or take 35 (7d10) Bludgeoning damage and be pushed 20ft. away from the line on a failure or half as much and not be pushed on a success. Leviathan then moves without provoking oportunity attacks to a point within that lane. If Leviathan finishes his move in a creature's space, that creature is harmlessly moved away to the closest unoccupied space. > > ***Tidal Wave (Only with Mythic Trait active) (1/Day).*** Leviathan conjures a massive 60ft. wide and 20ft. tall wave of corrupted water on a point it can see within 120ft. of him. The wave moves 100ft. in a straight line, each creature in the wave's path must make a DC 19 Strength saving throw or take 20 (4d10) Bludgeoning damage and 55 (10d10) Acid damage and be pushed to the end of the wave's movement on a failure, or half as much and not be pushed on a success. > > ***Call Followers (1/Day).*** Leviathan, Lord of the Whorl summons a Wavespine Sahagin and a Wavetooth Sahagin within 60ft. of him in unoccupied spaces, they have their own initiative and are Leviathan's allies > > ___ > *Credited to Yamil* > ##### Wave Followers > Stat blocks for the Wavespine Sahagin and Wavetooth Sahagin can be found under the Spoken - Sahagin section of the Monster Manual. \pagebreakNum ___ > ## Leviathan Lord of the Whorl > > ### Legendary Actions > Leviathan, Lord of the Whorl 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. Leviathan, Lord of the Whorl regains spent legendary actions at the start of its turn. > > ***Scale Darts.*** Leviathan, Lord of the Whorl makes a Scale Darts attack. > > ***Water Spout (Costs 2 Actions).*** Leviathan, Lord of the Whorl uses the Water Spout action. > > ***Summon Wave Spume (Costs 2 Actions).*** Leviathan summons a Wave Spume in a location within 60ft. of him. The spume acts as an ally and has its own initiative count. > > ### Mythic Actions > If Leviathan, Lord of the Whorl's mythic trait is active, it can use the options below as legendary actions. > > ***Briny Darts.*** *Ranged Weapon Attack: *+10 to hit, range 30/60ft., one target. Hit: 15 (2d10+5) Piercing Damage. On a hit the target must make a DC 18 Constitution saving throw or be wounded with corrupted water on a failure, while wounded this way the creature takes 11 (2d10) acid damage at the end of each of its turns, it can also repeat the saving throw, ending the effect on itself on a success. > > ***Spiral Dive (Costs 3 Actions).*** Leviathan moves up to his swimming speed in a straight line without provoking oportunity attacks, he can use this swimming speed in place of a walking or flying speed for this movement. Each creature in Leviathan's path must make a DC 19 Dexterity saving throw or take 42 (12d6) Bludgeoning damage and be pushed to an unocupied space at the end of Leviathan's path on a failure, or half as much and not be moved on a success. If Leviathan ends his movement in a creature's space, that creature is harmlessly moved away to the closest unoccupied space. > ___ > *Credited to Yamil* \columnbreak ___ > ## Wave Spume >*Small elemental, unaligned* > ___ > - **Armor Class** 13 (Natural armor) > - **Hit Points** 22 (4d6+8) > - **Speed** 20 ft. flyHover, 30 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|8 (-1)|14 (+2)|4 (-3)|14 (+2)|4 (-3)| >___ > - **Saving Throws** > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing > - **Damage Immunities** acid > - **Condition Immunities** prone > - **Senses** darkvision 60 ft., Passive Perception 12 > - **Languages** > - **Challenge** 1 (200 XP) >___ > ***Amphibious.*** The Wave Spume can breathe air and water > > ***Death Burst.*** When the wave spume dies, it bursts in acid, each creature within 10 ft of the Wave Spume must make a DC 12 Dexterity Saving throw, taking 10 (3d6) acid damage on a failure and half as much on a success. > > ***Water Form.*** The Wave Spume can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. > ### Actions > ***Acid bubble.*** *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one target. *Hit:* 9 (2d6+2) acid damage. On a hit, the target must make a DC 12 Constitution saving throw or recieve an aditional 9 (2d6+2) acid damage at the end of its next turn. > ___ > *Credited to Yamil* #### Wave Spume Manifestations of Leviathan's power capable of acting independently of the Lord of the Whorl. These Wave Spumes constant lash out against creatures other than leviathan or his followers until their destruction. \pagebreakNum ### Odin A fell knight clad in dark steel, Odin roams the Black Shroud atop his mighty steed Sleipnir. Though a primal his origin is quite enigmatic, wandering and ever vigilante to seek battle with foes he deems worthy. Its theorized that he was born during the reign of the Allagan empire as a warrior who could break their chains of subjugation at last. \columnbreak #### Odin, The Dark Divinity When Odin falls, only his sword, Zantetsuken remains. Those foolhardy enough to hoist the deadly blade upon besting Odin find their soul ensnared by the Elder Primal, becoming his menu, through which he will manifest his body once again. Odin is unlike most primals, in that his essence is kept within his blade, and rather than taking a sacrifice of crystals to manifest his body, he draws the required aether from the land directly. \pagebreakNum ___ ___ > ## Odin, the Dark Divinity >*Huge elemental, lawful evil* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 262 (25d12+100) > - **Speed** 40 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|21 (+5)|19 (+4)|17 (+3)|19 (+4)|16 (+3)| >___ > - **Saving Throws** STR +14, DEX +11, CON +10 > - **Damage Vulnerabilities** lightning > - **Damage Immunities** non-magical bludgeoning, piercing, and slashing > - **Condition Immunities** charmed, exhaustion, petrified, paralyzed, stunned > - **Senses** darkvision 60 ft., Passive Perception 14 > - **Languages** common > - **Challenge** 15 (20,000 XP) >___ > > ***To those who are worthy (Recharges after a Short or Long Rest).*** If Odin, the Dark Divinity would be reduced to 0 hit points, its current hit point total instead resets to 262 (25d12+100) hit points. Additionally, Odin, the Dark Divinity can now use the options in the "Mythic Actions" section for 1 hour. > > ***Legendary Resistance (3/Day).*** If Odin fails a saving throw, he can choose to succeed instead. > > ***Tension.*** The sky darkens where Odin treads, The creature is surrounded by an aura of non-magical darkness that extends in a 300ft radius. This darkness spreads around corners. > > ***To those who are worthy (Recharges after a Short or Long Rest).*** If Odin, the Dark Divinity would be reduced to 0 hit points, its current hit point total instead resets to 262 (25d12+100) hit points. Additionally, Odin, the Dark Divinity can now use the options in the "Mythic Actions" section for 1 hour. > ### Actions > ***Multiattack.*** Odin, the Dark Divinity makes three Zantetsuken attacks or makes three Gungnir Lance attacks. > > ***Zantetsuken.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 19 (2d10+8) slashing damage plus 9 (2d8) force damage. > > ***Gungnir Lance.*** *Ranged Weapon Attack:* +14 to hit, range 20/60 ft., one target. *Hit:* 21 (3d8+8) piercing damage. > > ### Bonus Actions > > ***Hall of Lead (Recharge 5-6).*** Odin strikes the ground beneath him, Up to 3 creatures in a 20-foot-radius sphere centered on Odin must make a DC 18 Dexterity saving throw. A target has their speed set to 0ft on their next turn on a failed save. > > ***Hall of Sorrow (3/Day).*** Odin radiates an immense pressure targeting one creature it can see within 30-ft of it. The target must succeed on a DC 18 Constitution saving throw or gain disadvantage on all attack rolls and saving throws until the end of its next turn. > > ***Hall of Fear.*** Odin shouts a Warcry befitting of a Primal targeting three creatures it can see within 40-ft of it. The targets must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Odin's Hall of Fear for the next 24 hours. > > ### Legendary Actions > Odin, the Dark Divinity 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. Odin, the Dark Divinity regains spent legendary actions at the start of its turn. > > ***Zantetsuken (Costs 2 Actions).*** Odin, the Dark Divinity makes a Zantetsuken attack. > > ***Gungnir Lance (Costs 2 Actions).*** Odin, the Dark Divinity makes a Gungnir Lance attack. > > ***Stride.*** Odin can move a distance up to his movement speed without provoking opportunity attacks and can move through entities. Every entity Odin passes through takes 1d4 bludgeoning damage and is knocked prone. > > ### Mythic Actions > If Odin, the Dark Divinity's mythic trait is active, it can use the options below as legendary actions. > > ***Shin-Zantetsuken (1/Day).*** Odin releases a flurry of slashes with Zantetsuken. Each creature marked by Einherjar within 120 feet of Odin must make a DC 20 Dexterity saving throw. A creature takes 85 (9d10 + 36) force damage on a failed save, or half as much damage on a successful one. > > ***Einherjar (Costs 3 Actions).*** Odin carves a horrifying sigil into the sky, causing a spectral barrage of blades to consign those around him to death. Each creature within 120 feet of Odin must make a DC 20 Dexterity saving throw, taking 13 (1d10 + 8) force damage and becomes marked for 1 minute on a failed save, or half as much damage and not being marked on a successful one. > >___ >*Credited to JPLDN* \pagebreakNum ### Ramuh Ramuh is a god of man worshipped by the Sylphs. Said to have been summoned by the forest itself during a time of war where fire and steel threatened the woodlands, it was Ramuh who appeared as the personification of lightning that repelled the invaders and saved the Twelveswood. Once his duty was complete he created the Sylph and granted them his power of lightning and charged them with the protection of the forest. During times of extreme strife, the Sylph turn to prayer and guidance from Ramuh. Some groups go as far as summoning the Lord of Levin while others believe it too dangerous to attempt such a ritual. #### Ramuh, Lord of Levin Ramuh, the Lord of Levin is known as a compassionate and kind ruler in folktales, but his true temperment is far less soft. Though fair and just, he is a ruthless arbiter who casts his judgment over wrong doers and exacts his justice with levin bolts. \pagebreakNum ___ ___ > ## Ramuh, Lord of Levin >*Huge elemental, Lawful Neutral* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 312 (25d12+150) > - **Speed** 20ft., 40ft. fly (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)| 22 (+6)|18 (+4)|20 (+5)|18 (+4)| >___ > - **Saving Throws** Constitution +12, Wisdom +11 > - **Skills** Insight +11, Perception +11 > - **Damage Resistance** bludgeoning, piercing and slashing from non-magical weapons > - **Damage Immunities** lightning > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** True Sight 30ft., passive perception 21 > - **Languages** Common, Sylvan > - **Challenge** CR 17 (11,000 XP) > ___ > > **Retrial (Mythic Trait; Recharges after a Short or Long Rest).** When Ramuh is reduced to 0 hit points, he doesn't die or fall unconscious. Instead he regains 312 hit points and summons 6 grey arbiters at locations he can see within 60ft. of him. One grey arbiters acts on initiative count 20,17,14,10,5,1. > > **Legendary Resistance (3/Day).** If Ramuh fails a saving throw, he can choose to succeed instead. > > ### Actions > ***Multiattack.*** Ramuh makes two attacks using either his adjudicator's gavel or spark strike attacks in any combination. > > ***Adjudicator's Gavel.*** *Melee Weapon Attack:* +10 to hit, 10ft. one target. *9* (1d10+4) bludgeoning damage + *33* (6d10) lightning damage. > > ***Shock Strike.*** *Ranged Spell Attack:* +11 to hit, 60ft., one target. *14* (2d8+5) lightning damage. Hit or miss, the bolt explodes and the target and each creature within a 10ft. radius sphere around the target must make a DC 19 Dexterity saving throw or take *16* (3d10) lightning damage on a failure, and half as much on a success. > > ***Chaotic Thunderstorm (5-6).*** Ramuh chooses a creature within 60ft. of him that he can see. That creature must make a DC 19 Wisdom saving throw, on a failure that creature is charmed by Ramuh for 1 minute. While charmed the creature takes no actions and cannot move. > > If the creature is charmed at the start of Ramuh's next turn, as a bonus action, he may unleash a furious lightning bolt which drops the creature to 0 hit points and cause the creature to start making death saving throws. > > All other hostile creatures a 120ft. radius sphere around Ramuh become lightning rods. At the end of each creature's next turn a bolt of lightning lands at their location creating a 10ft. radius sphere around them. All creatures in the affected area must make a DC 19 Dexterity saving throw, or take *21* (6d8) lightning damage, and half as much on a success. If the charmed creature is hit by one of these lightning spheres, they are no longer charmed. > > ***Indictment (1/Day).*** Ramuh summons 4 grey arbiters at locations he can see within 60ft. of him. Each grey arbiter is a small elemental with 50 hit points, an AC of 15 and immune to lightning damage. One grey arbiter acts on initiative number 20, 15, 10 and 5. On their turn they only use their action to send a verdict to Ramuh. > > ### Reactions > **Judgment Bolt.** Upon receiving 12 verdicts from grey arbiters within the last hour, or all grey arbiters are destroyed, Ramuh passes judgment on all creatures within a 120 ft. tall, 120ft. radius cylinder centered on him. Each creature must make a DC 19 Constitution saving throw, taking #d12 lightning damage on a failure, and half as much on a successful one where # is equal to the number of verdicts Ramuh received. > >This damage treats lightning immunity as resistance. Ramuh expends all verdicts received after using Judgment Bolt. > > ### Legendary Actions > Ramuh 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. Ramuh regains spent legendary actions at the start of her turn. > > ***Thunderstorm.*** *Ranged Spell Attack:* +11 to hit, 60ft., one target. *9* (1d8+5) lightning damage. > > ***Levin Bolt (2 Actions).*** Ramuh uses Shock Strike. > > ### Mythic Actions > If Ramuh's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Retrial. > > ***Furious Thunderstorm.*** *Ranged Spell Attack:* +11 to hit, 60ft., one target. *21* (2d8+10) lightning damage. > > ***Crippling Blow (2 Actions).*** *Ranged Spell Attack:* +11 to hit, 60ft., one target. *14* (2d8+5) lightning damage. On a hit the creature must make a DC 19 Constitution saving throw, on a failure becoming paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns. > >___ > *Credited to Soren of Asgard* \pagebreakNum ### Shiva *Section credited to Brulen* Shiva is the patron of the harriers, a group of Ishgardian heretics who sided with the Dravian horde. In reality Shiva was a real woman who fell in love with Hraesvelgr, one of Midgardsormr's first brood. Wanting to stay with her love forever, she asked Hraesvelgr to devour her soul. Hundreds of years of demonisation by the Holy See and reverance by the harriers have transformed her from mortal woman into legend. And it is this legend, combined with an excess of aether that has created the primal Shiva, Lady of Frost. Unlike most primals, Shiva is not simply a product of aether and belief- she requires a mortal host, someone with the strength of will to use her power.
## Deep Freeze Deep Freeze is a condition that can be inflicted upon creatures by the eikon Shiva. * Creatures inflicted with Deep Freeze have their speed reduced to half of their base speed and do not benefit from any additional bonuses to their speed until the effect is ended. * Creatures inflicted with Deep Freeze have disadvantage on dexterity based checks and saving throws until the effect is ended. * Creatures inflicted with Deep Freeze gain resistance to fire damage until the effect is ended. * If a creature inflicted with Deep Freeze would make a death saving throw, they may choose not to and instead remove the Deep Freeze condition from themselves.
#### Akh Afah Ampitheatre Hidden deep within the harriers' fortress; the Akh Afah Ampitheatre is the chosen summoning place of shiva. Here the heretics accumulate their crystals ready to perform the summonning ritual. It is in this ampitheatre that Shiva is at her most powerful, therefor, at the DM's discression, Shiva can have access to liar actions if faced withing the Akh Afah Ampitheatre. \columnbreak > ## Lair Actions > >On initiative count 20 (losing initiative ties), Shiv a can use a lair action to cause one of the following effects. The same effect cannot be used two round in a row. > >* Shiva creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each target within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Shiva uses this lair action again or when the Shiva dies. >* A blisteringly cold wind blows through the lair near Shiva. Each target within 120 feet of Shiva must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. >* Until the beginning of the next round, Shiva can move through walls, doors, ceilings, and floors as if they weren't there
\pagebreakNum ___ ___ > ## Shiva, Goddess of Ice >*Huge elemental, Chaotic Good* > ___ > - **Armor Class** 18 > - **Hit Points** 253 (22d12+110) > - **Speed** 40ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|24 (+7)|20 (+5)|18 (+4)|24 (+7)|30 (+10)| >___ > - **Saving Throws** Dexterity + 13, Wisdom + 13, Charisma + 16 > - **Skills** arcana +10, deception +16, persuasion +16, survival +13 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Slashing, Piercing and Bludegeoning from non-magical weapons > - **Damage Immunities** Cold > - **Condition Immunities** charmed, exhausted, petrified > - **Senses** passive perception 21 > - **Languages** common > - **Challenge** 17 (18,000) > ___ > > ***Diamond Dust (Mythic Trait; Recharges after a Short or Long Rest).*** When Shiva is reduced to 0 hit points, it doesn't die or fall unconscious, instead it regains 253 hit points, becomes resistant to fire damage, and moves up to 100ft. without triggering opportunity attacks. Additionally, all creatures within 300ft. of Shiva when this trait is activated suffer from the 'Deep Freeze' effect until the end of their next turn. > > ***Legendary Resistance (3/day).*** If Shiva, Lady of Frost fails a saving throw, she can choose to succeed instead. > > ***Magic Armoury.*** Shiva can use her power over ice to create and destroy her weaponry at will. There are some actions that can only be taken while Shiva wields a specific arm; Shiva can only possess one at a time and must dismiss one before summoning another. While wielding these weapons Shiva's weapon attacks are magical. > > ***Flyby.*** Shiva doesn't provoke opportunity attacks when it flies out of an enemy's reach > > ___ > ### Actions > ***Multiattack.*** Shiva makes two Silver Filigree attacks and one attack with her magic armoury weapon if she is currently wielding one. > > ***Silver Filigree.*** *Attack Style:* *Melee Weapon Attack:* +13, Reach 5ft, one target. *Hit:* 17 (3d6+7) piercing damage and 11 (2d10) cold damage. > > ***Icebrand (Blade only).*** *Melee Weapon Attack:* +16, Reach 5ft, one target. *Hit:* 26 (3d10+10) slashing damage and 11 (2d10) cold damage. > > ***Hailstorm (Staff only).*** Icicles rain down on a point of Shiva's choosing within 150ft., each creature in a 20ft. radius sphere centred on that point must make a DC 19 Dexterity saving throw taking 7 (2d6) piercing damage and 14 (4d6) cold damage on a failure and half as much damage on a success. > > ***Glass Dance (Bow only).*** *Ranged Weapon Attack:* +16, Reach 40ft./80ft., one target *Hit:* 23 (3d8+10) piercing damage and 11(2d10) cold damage. Creatures hit with this attack suffer from the Deep Freeze effect until the end of their next turn. > ___ > ### Bonus Actions > > ***Summon Blade.*** Shiva coalesces the frost to form a sword and shield. While Shiva wields her blade she has a +2 bonus to her AC. > > ***Summon Staff.*** Shiva coalesces the frost to form a staff. While Shiva wields her staff she has advantage on saving throws against the effects of spells. > > ***Summon Bow.*** Shiva coalesces the frost to form a bow. > > ***Dismiss Weapon.*** Shiva shatters her current weapon in preparation for creating another. > ___ > ### Legendary Actions > Shiva 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. Shiva regains spent legendary actions at the start of her turn. > > ***Fly.*** Shiva can move a distance up to her fly speed without triggering opportunity attacks > > ***Quick dismiss.*** Shiva shatters her current weapon in preparation for creating another. > > ***Absolute Zero (Costs 2 actions).*** Shiva inflicts 'Deep Freeze' on all creatures within 10ft. of her until the end of their next turn. > ___ > ### Mythic Actions > If Shiva's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Diamond Dust. > > ***Dreams of Ice.*** Shiva coats the ground within 20ft. of her with a layer of ice. *Rules for walking on ice can be found on page 110 of the DMG (2014).* > > ***Shatter (Costs 2 actions).*** Shiva shatters the rime covering a creature within 5ft. of her which is suffering from the Deep Freeze condition. The Deep Freeze condition immediately ends and the creature must make a DC19 Constitution saving throw taking 27 (6d8) cold damage on a failure or half as much damage on a success. > >___ > *Credited to Brulen* \pagebreakNum ### Titan Titan is the will of the earth, born of the prayers and offerings of his kobold followers. Given his strength and indomitable appearance he is known to be shockingly kind and compassionate. Though once provoked his fury is unstoppable. \columnbreak #### Titan, Lord of Crags Titan is known to be a father to his kobold children and as his children have been suffering for many moons, Titan meets the world with the rage a father would have against those who sleighted his children. \pagebreakNum ___ ___ > ## Titan, Lord of Crags >*Huge Elemental, Neutral Good* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 294 (19d12+171) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|28 (+9)| 16 (+3)|16 (+3)|24 (+7)| >___ > - **Saving Throws** Strength +10, Constitution +14, Wisdom +8, Charisma +12 > - **Skills** Perception +8 > - **Condition Immunities** charmed, exhaustion > - **Senses** Passive Perception 16, Tremorsense 30ft. > - **Languages** Common, Terran > - **Challenge** 15 (13000 XP) > ___ > > **Crushing Steps.** Titans's movement is unaffected by difficult terrain. Titan has advantage on Strength and Dexterity saving throws against effects that would knock it prone. > > **Gemstone Heart (Mythic Trait; Recharges after a Short or Long Rest).** When Titan is reduced to 0 hit points, it doesn't die or fall unconscious. instead, the he reinforces his body, regains 294 hit points, and gains resistance to slashing, piercing or bludgeoning damage. > > **Legendary Resistance (3/Day).** If Titan, Lord of Crags fails a saving throw, he can choose to succeed instead. > > **Magic Weapons.** Titan's weapon attacks are magical. > > **Siege Monster.** Titan deals double damage to objects and structures. > > ### Actions > ***Multiattack.*** Titan makes up to three Fist attacks or select two targets for Weight of the Land. > > ***Fist.*** *Melee Weapon Attack:* +9 to hit, 10ft., one target. *13* (2d8+5) bludgeoning damage. > > ***Bomb Rock Toss.*** *Ranged Weapon Attack:* +9 to hit, 60ft., one target. *13* (2d8+5) bludgeoning damage + 32 (8d8) fire damage. > > ***Weight of the Land.*** Titan stirs the land beneath a creature he sees within 40ft. of him. The target creature must make a DC 18 Dexterity saving throw, taking 15 (3d10) bludgeoning damage on a failure, and half as much on a success. > > ***Landslide (Recharge 6).*** Titan strikes the ground with his fist with great force, sending a cascading seismic wave in a 60ft. long, 10ft. wide line. All creatures in the affected area must make a DC 18 Dexterity saving throw taking 40 (8d10) bludgeoning damage and being pushed back 40ft on a failure, and half as much damage on a success and are not pushed back. If a creature pushed back in this way collides with an object or creature, both creatures or objects take 1d6 bludgeoning damage for every 5ft. that the creature traveled. > > ### Bonus Actions > ***Tumult.*** Titan slams his foot sending out a seismic wave. All creatures on the ground in a 20ft. radius around Titan must make a DC 18 Dexterity check or take 10 (2d10) bludgeoning damage and be knocked prone. On a success, creatures take half the damage and are not knocked prone. > > > ### Reactions > ***Mountain Buster.*** When Titan is struck with a melee weapon attack, he may choose to kick up the land beneath himself towards the attacker in a 15ft. cone. All creatures in the affected area must make a DC 18 Dexterity saving throw, taking 15 (3d10) bludgeoning damage. The affected area becomes difficult terrain. > > > ### Legendary Actions > Titan 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. Titan regains spent legendary actions at the start of his turn. > > **Fist.** Titan makes one Fist attack. > > **Tumult (Costs 2 Actions).** Titan uses the Tumult bonus action. > > **Mountain buster (Costs 2 Actions).** Titan uses the Mountain Buster reaction against a creature within 5ft. of him. > > ### Mythic Actions > If Titan's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Gemstone Heart. > > **Earthen Fist.** Titan's fist surges with aether. He makes a fist attack action which deals 8 (2d8) bonus bludgeoning damage. > > **Granite Gaol (Costs 2 Actions).** Titan selects a creature within 30ft. of him and magnetizes the land around them, causing it to form a coffin of earth and stone around them. The creature must make a DC 18 Strength saving throw or become sealed inside. While sealed the creature is restrained and blinded. The creature benefits from full cover while trapped inside the Gaol. The only way for the creature to be freed from the Earthen Gaol is to destroy it. The Gaol has 50 hit points and an AC of 13. > > **Fault Line (Costs 3 Actions).** Titan recharges Landslide and uses it. > >___ > >*Credited to Soren of Asgard* \pagebreakNum # Scalekin Members of the scalekin class are marked by their tough scaly hides, which act as a form of armor to protect them from any would be predators. Scalekin have relatives which have developed in a variety of directions, including cloudkin and wavekin. It wouldn't be incorrect to draw parallels with even dragons. Though highly adaptable to environments, an individual experiencing a night instantaneous change in climate will suffer greatly. \columnbreak ##### Scalekin Creatures | Creature Name | |:------------------:| | **Adamantoise** | | Adamantoise | | **Peiste** | | Peiste | | **Puk** | | Puk | | **Raptor** | | Raptor | | **Ziz** | | Ziz | \pagebreakNum ___ > ## Adamantoise >*Large dragon, neutral* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 102 (12d10+36) > - **Speed** 20 ft. walk, 30 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|10 (+0)|16 (+3)|7 (-2)|10 (+0)|10 (+0)| >___ > - **Saving Throws** > - **Damage Vulnerabilities** cold > - **Senses** darkvision 120 ft., Passive Perception 10 > - **Languages** - > - **Challenge** 4 (1,100 XP) >___ > ***Amphibious.*** The Adamantoise can breath air and water > ### Actions > ***Multiattack.*** Adamantoise makes two Bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 9 (1d12+3) piercing damage. > > ***Withdraw.*** The Adamantoise tucks its head into it's shell, Until it emerges, it is Withdrawn, it gains a +5 to its AC and has advantage on Strength and Constitution saving throws. While in its shell, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, and the only actions it can take are a bonus action to emerge, and a reaction to Snap. > > ### Reactions > ***Snap.*** When the Adamantoise takes damage while in the Withdrawn state, it can use its reaction to emerge and make a Bite attack to a nearby creature. This attack has a +5 bonus to its attack roll and deals an extra 5 piercing damage. > > ___ > > *Credited to JPLDN* \columnbreak ### Adamantoise The Adamantoise are native to Thavnair, and were spread across the world on accident. These hulking tortoises allegedly were introduced to Eorzea when ther was a mix up in egg shipments. They soon spread into the Twelveswood of the Blackshroud and joined the ecosystem, the the chagrin of naturalists in the region. #### Adamantoise These gentle giants usually mind their own business, grazing and avoiding conflict, but those who attempt to attack them will often be met with a steely defense. Their hard shells provide a great deal of protection and those that persist on their attack may be on the wrong side of a nasty bite. \pagebreakNum \columnbreak ### Peiste Peistes are large scalekin who like most of their scalekin breatheren meet any perceived invasion into their territory with violence. They sport sharp teeth, a large four legged body with a serpentine neck and tail. Using their large bulk to flatten their prey and their Cold Gaze to paralyze their targets before feeding on them. #### Peiste The peiste due to their large size and violence are often depicted in religious stories as incarnations of evil, granting them a well earned bad reputation early on in the arid regions they call home. ___ > ## Peiste >*large beast, unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 68 (8d10+24) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|11 (+0)|16 (+3)|6 (-3)|12 (+1)|7 (-3)| >___ > - **Senses** Darkvision 60 ft., passive perception 11 > - **Languages** - > - **Challenge** 3 (700 XP) > ___ > > ### Actions > ***Multiattack.*** The peiste makes two bite attacks. > > ***Bite.*** +4 to hit, 5ft., one target. *Hit:* 11 (2d8+2) bludgeoning damage. > > ***Body Slam.*** The peiste leaps and slams its body against the ground, each creature within 10ft. radius of the peiste must make a DC 13 Strength saving throw or take *13* (3d8) bludgeoning damage on a failure and half as much on a successful one. > > ***Cold Gaze (Recharge 5-6).*** The peiste unleashes latent dark magics to weaken creatures in front of it in a 15ft. cone. Each creature the affected area must make a DC 13 Wisdom saving throw or take *11* (2d10) necrotic damage and become paralyzed for 1 minute or take half as much damage and not become paralyzed on a successful one. A paralyzed creature repeats the saving throw at the end of each of their turns, the paralysis ending on a success. >___ > *Credited to Soren of Asgard* \pagebreakNum ### Puk Puk are small and stout members of the scalekin calss who feed mainly on insects. They leap between trees ambushing their prey seeking easy meals. #### Puk Puk's are tempermental and highly territorial, which when paired with their lack of fear leads to many adventurers having stories of a puk launching themselves at them violently to push them away from the hunting grounds. ___ > ## Puk >*small beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 55 (10d6+20) > - **Speed** 30ft., 10ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|16 (+3)|14 (+2)|5 (-4)|12 (+1)|6 (-3)| >___ > - **Saving Throws** Dexterity +5 > - **Skills** acrobatics +5 > - **Senses** passive perception 11 > - **Languages** - > - **Challenge** 1/2 (100 XP) > > ***Ambusher.*** In the first round of a combat, the puk has advantage on attack rolls against any creature it surprised. > ___ > > ### Actions > ***Backflip.*** +3 to hit, 5ft., one target. *Hit:* 4 (d6+1) bludgeoning damage. After using backflip the puk may use the disengage action as a bonus action. > > ***Bite.*** +3 to hit, 5ft., one target. *Hit:* 5 (d8+1) piercing damage damage. > > ***Fire Spit (Recharge 5-6).*** The puk spits a glob of fire at a location it can see within 30ft. of it, exploding in a 10ft. radius sphere. Each creature in the affected area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failure, and half as much on a successful one. > >___ > *Credited to Soren of Asgard* \pagebreakNum ### Raptor Raptors lack any relationship with birds, but are named for their speedy pursuit of their prey. Weilding claw, fang and a fiery breath, they attack quick and try to end fights quicker. #### Raptor Raptors often work in pairs, with one raptor chasing their prey into a vulnerable position, setting a trap in which their partner will ambush them. Together they make quick work of their target and enjoy a well earned meal. ___ > ## Raptor >*Medium beast, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 52 (8d8+16) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|15 (+2)|14 (+2)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +3, Stealth +6 > - **Senses** Darkvision 60ft., Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > **Keen Smell.** The raptor has advantage on Wisdom (perception) checks that rely on smell. > > **Pounce.** If the raptor moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Raptor can make one bite attack against it as a bonus action. > > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 8 (1d10+3) piercing damage > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 7 (1d8+3) slashing damage > > ***Flame Breath (Recharge 5-6).*** The raptor exhales a gout of fiery breath in a 15ft. cone in front of it. Each creature in the affected area must make a DC 13 Dexterity saving throw. On a failure, the creature takes 10 (3d6) fire damage, and half as much damage on a successful one. > > ___ > *Credited to Jotunn-Bane* \columnbreak
##### Regional Adaptivity The Raptor's breath may change with its environment. It has been known to use Ice Breath (dealing cold damage) or Lightning Breath (dealing lightning damage) instead of fire.
\pagebreakNum ### Ziz Ziz are thought to be related to raptors, but act as solitary hunters. The carnivorous Ziz is capable of impressive bursts of speed using its muscular latgs and wedge shaped beak, wielding it to quick fell foes. #### Ziz Alongside its hammer beak, Ziz are known to employ noxious poisons to weaken their prey, blanketing them in toxins to prevent them from defending themselves from the upcoming attack. ___ > ## Ziz >*Large Beast, Unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 51 (6d10+18) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|16 (+3)|5 (-3)|10 (+0)|4 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** CR 2 (450 XP) > ___ > > **Charge.** If the Ziz moves at least 20 feet straight toward a target and then hits it with a hammer beak attack on the same turn, the target takes an extra 6 (1d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > > ### Actions > ***Hammer Beak.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage. > > ***Noxious Breath (Recharge 5-6).*** The Ziz releases a cloud of noxious breath in a 15ft. cone from its mouth. Each creature in the affected area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage and becoming poisoned for 1 minute on a failure, or half as much damage and not become poisoned on a success. The creature repeats the saving throw at the end of each of its turns. > > ___ > > *Credit to Soren of Asgard* \pagebreakNum # Seedkin A creature who is classified as a seedkin must have the capacity for controlled mobility with the intention of hunting, defense or reproduction. Reproduction of these mixes of plant and animal often takes place with seeds or spores and a medium or host which they seeds can grow to maturity. Though they look like plants, they are far deadlier than any common plant and must be treated with due caution, as a misguided trek through the forest could be the last walk in the woods one experiences. \columnbreak ##### Seedkin Creatures | Creature Name | |:------------------:| | **Cactuar** | | Cactuar | | Sabotender | | Nopalitender | | Gigantender | | Sabotender Emperatriz | | Lunatender | | **Funguar** | | Funguar | | **Mandragora** | | Mandragora | | **Morbol** | | Malborol | | **Ochu** | | Ochu | | **Treant** | | Treant | \pagebreakNum ### Cactuars Cactuars are seedkin usually found in only the most arid of climates. #### Cactuar Cactuars are highly adapted to their environment, their bodies are rich in water which allows them to survive for extended periods under the scorching desert sun. To protect the precious water stored within them, cactuars are capable of launching a barrage of needle-like projectiles from their hardened carapace. #### Sabotenders Sabotenders are a sub-group of cactuars which can be identified by the tuft of needles atop their heads. Sabotender species are typically stronger and more aggressive than most other cactuars.
\columnbreak ___ > ## Cactuar >*Medium Plant, neutral* > ___ > - **Armor Class** 13 (natural armour) > - **Hit Points** 26 (4d8+8) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|14 (+2)|5 (-3)|10 (0)|3 (-4)| >___ > - **Skills** Stealth +3 > - **Damage Resistances** Fire > - **Senses** - > - **Languages** - > - **Challenge** 1/2 (100XP) > ___ > > ***False Appearance.*** While the Cactuar remains motionless, it is indistinguishable from a regular cactus. > > ***Needly Body.*** At the start of its turn, the Cactuar deals 2 (1d4) piercing damage to any creature grappling it. > ___ > ### Actions > ***Scratch.*** *Melee Weapon Attack:* +4, Reach 5ft, one target *Hit:* 5 (1d6+2) piercing damage. > > ***Single Needle.*** *Ranged Weapon Attack:* +3, Reach 30ft, one target *Hit:* 8 (2d6+1) piercing damage. > > ***100 Needles (Recharge 6).*** All creatures within 10ft. of the Cactuar, which are not behind full cover, take exactly 7 piercing damage, regardless of vulnerabilities, resistances, or immunities. > > ___ > Credited to Brulen, art by pudi_gutzz \pagebreakNum
___ > ## Sabotender >*Medium Plant, neutral* > ___ > - **Armor Class** 14 (natural armour) > - **Hit Points** 37 (5d8+15) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|15 (+2)|16 (+3)|5 (-3)|10 (0)|3 (-4)| >___ > - **Skills** Stealth +4 > - **Damage Resistances** Fire > - **Senses** - > - **Languages** - > - **Challenge** 1 (200XP) > ___ > > ***False Appearance.*** While the Sabotender remains motionless, it is indistinguishable from a regular cactus. > > ***Needly Body.*** At the start of its turn, the Sabotender deals 3 (1d6) piercing damage to any creature grappling it. > ___ > ### Actions > > ***Multiattack.*** The Sabotender makes either a Scratch or Single Needle attack as well as a 100 Needles attack if available. > > ***Scratch.*** *Melee Weapon Attack:* +4, Reach 5ft, one target *Hit:* 5 (1d6+2) piercing damage. > > ***Single Needle.*** *Ranged Weapon Attack:* +4, Reach 30ft, one target *Hit:* 9 (2d6+2) piercing damage. > > ***100 Needles (Recharge 6).*** All creatures within 10ft. of the Sabotender, which are not behind full cover, take exactly 7 piercing damage, regardless of vulnerabilities, resistances, or immunities. > > ___ > Credited to Brulen, art by pudi_gutzz \columnbreak > #### Variant: Senor Sabotender > > Senor Sabotender is the mascot of the Manderville Golden Saucer that wears a suit jacket, a bow tie, and a top hat and has a star covering his left eye.\ > While Senor Sabotender is not an actual sabotender, but a lalafel in a sabotender suit, if you wish to have this enigmatic cactus in your game simply increase the Charisma stat of the Sabotender to 18 and replace 100 Needles with this optional feature:\ >\ > ***Gentlemanly Pose.*** Senor Sabotender strikes a pose most gentlemanly. Any humanoid within 300ft. of Senor Sabotender that can see him must succeed on a DC11 Wisdom Saving throw or be charmed until Senor Sabotender stops posing. Senor Sabotender must take a bonus action on its subsequent turns to maintain the pose. It can stop posing at any time. The pose ends if Senor Sabotender is incapacitated. While charmed by Senor Sabotender, a target is incapacitated. If the charmed target is more than 5 ft. away from Senor Sabotender, they must move on its turn toward Senor Sabotender by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than Senor Sabotender, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to Senor Sabotender's pose for the next 24 hours. \pagebreakNum #### Nopalitender Nopalitender are a variety of sabotender primarily found in the deserts of Tural. Unlike their eorzean cousin, nopalitenders possess 3 separate heads which grow from the flowering crown of a single body.
___ > ## Nopalitender >*Large Plant, neutral* > ___ > - **Armor Class** 15 (natural armour) > - **Hit Points** 45 (6d10+18) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|16 (+3)|11 (0)|10 (0)|3 (-4)| >___ > - **Skills** Stealth +6 > - **Damage Resistances** Fire > - **Senses** - > - **Languages** - > - **Challenge** 3 (700XP) > ___ > > ***False Appearance.*** While the Nopalitender remains motionless, it is indistinguishable from a regular cactus. > > ***Needly Body.*** At the start of its turn, the Nopalitender deals 4 (1d8) piercing damage to any creature grappling it. > > ***Multiple Heads.*** The Nopalitender has 3 heads. It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. > > ***Wakeful.*** While the Nopalitender sleeps, at least one of its heads is awake. > ___ > ### Actions > > ***Multiattack.*** The Nopalitender makes two Single Needle attacks. > > ***Scratch.*** *Melee Weapon Attack:* +3, Reach 5ft, one target *Hit:* 4 (1d6+1) piercing damage. > > ***Single Needle.*** *Ranged Weapon Attack:* +6, Reach 30ft, one target *Hit:* 11 (2d6+4) piercing damage. > > ***1000 Needles (Recharge 6).*** All creatures within 20ft. of the Nopalitender, which are not behind full cover, take exactly 16 piercing damage, regardless of vulnerabilities, resistances, or immunities. > > ___ > Credited to Brulen, art by pudi_gutzz \pagebreakNum #### Gigantender *"Primarily found in Amh Araeng and other arid desert regions, the gigantender is distinguished from the common sabotender by its unusual size and crown of multiple branches. Their fruit is said to be deliciously sweet but difficult to consume due to the large number of seeds within."* - **Encyclopaedia Eorzea Volume III, p. 260** ___ > ## Gigantender >*Large Plant, neutral* > ___ > - **Armor Class** 16 (natural armour) > - **Hit Points** 68 (8d10+24) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (0)|16 (+3)|5 (-3)|10 (0)|3 (-4)| >___ > - **Skills** Stealth +2 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire > - **Senses** - > - **Languages** - > - **Challenge** 4 (1,100XP) > ___ > > ***False Appearance.*** While the Gigantender remains motionless, it is indistinguishable from a regular cactus. > > ***Needly Body*** At the start of its turn, the Gigantender deals 4 (1d8) piercing damage to any creature grappling it. > > ***Sure-Footed.*** The Gigantender has advantage on Strength and Dexterity saving throws against effects that would knock it prone. > ___ > ### Actions > > ***Multiattack.*** The Gignatender makes two Scratch Attacks. > > ***Scratch.*** *Melee Weapon Attack:* +6, Reach 5ft, one target *Hit:* 7 (1d6+4) piercing damage. > > ***Single Needle.*** *Ranged Weapon Attack:* +2, Reach 30ft, one target *Hit:* 7 (2d6) piercing damage. > > ***1000 Needles (Recharge 6).*** All creatures within 20ft. of Gigantender, which are not behind full cover, take exactly 16 piercing damage, regardless of vulnerabilities, resistances, or immunities. > > ___ > Credited to Brulen, art by pudi_gutzz
\pagebreakNum #### Sabotender Emperatriz The sabotender Emperatriz is the sovereign of the sabotenders. She is always accompanied by a contigent of sabotender guards.
\columnbreak ___ > ## Sabotender Emperatriz >*Medium Plant, neutral* > ___ > - **Armor Class** 15 (natural armour) > - **Hit Points** 82 (11d8+33) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|16 (+3)|10 (0)|10 (0)|16 (+3)| >___ > - **Skills** Stealth +5 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire > - **Senses** - > - **Languages** - > - **Challenge** 8 (3,900XP) > ___ > > ***False Appearance.*** While the Sabotender Emperatriz remains motionless, it is indistinguishable from a regular cactus. > > ***Needly Body*** At the start of its turn, the Sabotender Emperatriz deals 4 (1d8) piercing damage to any creature grappling it. > > ***Regal Presence.*** While within 100ft. of Sabotender Emperatriz, all other plant type creatures again advantage on all saving throws as well as +1 to their AC. > ___ > ### Actions > > ***Multiattack.*** Sabotender Emperatriz makes 3 attacks with either her Royal Rod or her Single Needle. > > ***Royal Rod.*** *Melee Weapon Attack:* +6, Reach 5ft, one target *Hit:* 12 (2d8+3) piercing damage and 7 (2d6) poison damage. > > ***Single Needle.*** *Ranged Weapon Attack:* +5, Reach 30ft, one target *Hit:* 11 (2d8+2) piercing damage. > > ***Royal Guard (recharges on a short or long rest).*** Sabotender Emperatriz regains health points equal to 5 times the number of plant type creatures within 100ft. > > ***10,000 Needles (Recharge 6).*** All creatures within 50ft. of the Sabotender Emperatriz, which are not behind full cover, take exactly 25 piercing damage, regardless of vulnerabilities, resistances, or immunities. > > ___ > Credited to Brulen, art by pudi_gutzz \pagebreakNum #### Lunatender *"An ambulatory being which lives on the moon's surface, commonly in Mare Lamentorum. Its appearance resembles a sabotender that has been stretched to the limits of what nature will allow. Naturalists specializing in sabotender physiology are currently debating how this variation may have arisen, if indeed the two creatures are related at all"* - **Encyclopaedia Eorzea Volume III, p. 273**
\columnbreak ___ > ## Lunatender >*Large Celestial, neutral* > ___ > - **Armor Class** 17 (natural armour) > - **Hit Points** 110 (13d10+39) > - **Speed** 30ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|16 (+3)|18 (+4)|10 (0)|12 (+1)| >___ > - **Skills** Stealth +6 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** radiant, necrotic > - **Senses** Blindsight 30ft; > - **Languages** - > - **Challenge** 10 (5,900XP) > ___ > > ***False Appearance.*** While the Lunatender remains motionless, it is indistinguishable from a regular cactus. > > ***Radiant Body*** At the start of its turn, the Lunatender deals 4 (1d8) radiant damage to any creature grappling it. > > ***Slender Dodge.*** When the Lunatender takes damage it may move up to 10ft. without taking opportunity attacks, as long as it is not grappled or restrained. > > ***Propagation.*** When the Lunatender dies, it explodes. All creatures within 20ft. of the Lunatender must make a DC14 dexterity saving throw, taking 14 (4d6) radiant damage on a failure, or half as much on a successful save. Additionally, 24hours after the Lunatender explodes, two new Lunatenders grow from the ground where it died unless the ground has been hallowed, desecrated or burned. > ___ > ### Actions > > ***Multiattack.*** The Lunatender makes three Single Ray Attacks. > > ***Single Ray.*** *Ranged Weapon Attack:* +8, Reach * 60ft, one target *Hit:* 19 (2d8+10) radiant damage. > > ***10,000 Rays (Recharge 6).*** All creatures within 50ft. of the Lunatender, which are not behind full cover, take exactly 25 radiant damage, regardless of vulnerabilities, resistances, or immunities. > > ___ > Credited to Brulen, art by pudi_gutzz \pagebreakNum ### Funguar Funguar are seedkin that largely depend on camouflage to survive. They make their homes in damp environments such a dense forests and limestone caverns. They are extremely sensitive to arid conditions, but many offshoots of their kind can be found across the world. #### Funguar These fungal creatures have a unique taste and texture which leads them to be considered a delicacy among Eorzean gourmands, adding man to the list of predators they must contend with. ___ > ## Funguar >*Small plant, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 11 (2d6+4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|14 (+2)|4 (-3)|8 (-1)|3 (-4)| >___ > - **Skills** Stealth +3 > - **Damage Vulnerabilities** fire > - **Senses** Passive Perception 9 > - **Languages** - > - **Challenge** 1/8 (25 XP) > ___ > > ***False Appearance.*** The funguar can shift the bulk of its body into its cap to hide itself. While the funguar remains motionless in this state, it is indistinguishable from a common mushroom. > >**Queasy Cloud.** When the Funguar is hit by a melee weapon attack, it releases a cloud of toxic spores to deter its attacker in a 5ft. radius sphere around it. Each creature in the affected area must make a DC 12 Constitution saving throw or become poisoned for 1 minute. They may reattempt the saving throw at the end of each of their turns, not including they turn they attacked the funguar. > > ### Actions > > ***Cap Bump.*** *Melee Weapon Attack:* +3 to hit, 5ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. > ___ > *Credited to Soren of Asgard* \pagebreakNum ### Mandragora Mandragora were first discovered in the outfall of the seventh umbral calamity, which leads to confusion on whether they even existed prior to that time. Regardless the small seedkin are sentient and capable of advanced communication among themselves. \columnbreak #### Mandragora The mandragora are capable of forming advanced societal hierarchies which comes with their ability to communicate as well as man does, but amongst themselves. To observers they mearly grunt or scream, but there's far more to them than meets the eye. ___ > ## Mandragora >*Small plant, unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 4 (1d6+1) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|13 (+1)|12 (+1)|4 (-3)|8 (-1)|3 (-4)| >___ > - **Skills** Stealth +3 > - **Damage Vulnerabilities** fire > - **Condition Immunities** blinded, deafened > - **Senses** Passive Perception 9 > - **Languages** - > - **Challenge** 1/8 (25 XP) > ___ > > ***False Appearance.*** While the Mandragora remains motionless and partially burrowed in the ground, it is indistinguishable from a common vegetable. > > ### Actions > > ***Headbutt.*** *Melee Weapon Attack:* +3 to hit, 5ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. > >**Shriek (1/Day).** THe Mandragora releases an unsettling shriek. Each non-mandragora creature within a 15 ft. radius of the Mandragora must make a DC 11 Wisdom saving throw. On a failuire, the creature is stunned until the end of the Mandragora's next turn, and is not stunned on a success. A creature that has pre-emptively muffled their hearing automatically succeeds on the saving throw. > > ### Reaction > > **Unexpected Wallop.** If the Mandragora is pulled from the ground and the creature is surprised, as a reaction the Mandragora can make one Headbutt attack with advantage. This attack deals an extra 1d6 damage. > ___ > Credited to Jotunn-Bane \columnbreak \pagebreakNum ### Morbol Morbols are terrible beasts which move using slime-covered vines and roots. They are highly aggressive and hunt and kill indisriminately. To a morbol everything can and will be prey. Making use of their noxious *Bad Breath* and large tendrils, its kills it subdues its prey with impunity. \columnbreak #### Malboro A Malboro is a morbol who has grown to a great size and has developed extra deadly weapons. its bad breath becoming far more toxic and its body emitting a stench that repels all but the most staunch foes. ___ > ## Malboro >*Huge Plant, Unaligned* > ___ > - **Armor Class** 17 (Natural Armour) > - **Hit Points** 200 (10d12+80) Hitpoints > - **Speed** 20ft., Burrow 10ft., swim 10ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|6 (-2)|26 (+8)|5 (-3)|16 (+3)|10 (0)| >___ > - **Senses** passive Perception 15, blindsight 60ft., blind beyond this point. > - **Languages** -- > - **Challenge** 10 (100 XP) > ___ > > **Putrid Stench.** The Malboro's putrid scent can be easily detected within a 120ft. radius of the beast. A creature that comes within a 10ft. radius of the Malboro must make a DC 16 Constitution saving throw, becoming blinded on a failure for 1d4 rounds on a failure. A creature becomes inoculated to the stench if they succeed on this saving throw for 1 minute. > > **Rampaging Charge.** When the Malboro takes the dash action, it may make a bite attack as a bonus action. This attack deals 2d8 bonus damage on hit. > > ### Actions > ***Multiattack.*** The Malboro makes 2 tentacle attacks and one bite attack or makes 3 Bile Spew attacks. > > ***Tentacle.*** *Melee Weapon Attack:* +9 to hit, 15ft., one target. *Hit:* 15 (2d8+5) bludgeoning damage. > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, 10ft., one target. *Hit:* 33 (4d12+5) piercing damage. > > ***Bile Spew.*** Ranged Weapon Attack. +9 to hit, 60ft., one target. *Hit:* 17 (2d10+5) acid damage. > > ***Bad Breath (Recharge 5-6).*** The Malboro releases a 60ft. cone of nauseous breath. All creatures in the affected range must make a DC 16 Constitution saving throw, taking #d# poison damage and becoming paralyzed on a failure. > >___ > >*Credited to Soren of Asgard* \pagebreakNum ### Ochu Ochus are a carnivorous seedkin who make use of both sweet and putrid scents to attack small insects. Once enticed these insects are lashes with their long vines until unmoving and then dragged into the mouth at the center of its back. They are also known to use poisonous gases when approached by predators. #### Ochu Though plants Ochu are too bitter to consume, but their leaves are sometimes dried and uses as flavourful accents to fish and meat dishes. ___ > ## Ochu >*Medium plant, unaligned* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 45 (6d8+18) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|16 (+3)|3 (-4)|10 (+0)|5 (-3)| >___ > - **Damage Vulnerabilities** fire > - **Damage Resistances** acid, poison > - **Condition Immunities** poison > - **Senses** passive perception 10 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > > ### Actions > **Lash.** *Melee Weapon Attack:* +3 to hit, 10ft., one target. *Hit:* 5 (d6+2) slashing damage > > ***Acid Mist (recharge 5-6).*** The ochu releases a toxic cloud around itself in a 10ft. radius sphere. Each creature in the affected area must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage and becoming poisoned for 1 minute on a failure, and taking half as much damage and not becoming poisoned on a successful one. > > ### Bonus Action. > **Hundred Lashes.** The ochu uses its Lash attack. > > ### Reactions > **Panic Mist.** When the ochu is attacked by a melee weapon attack, it may use its Acid Mist action as a reaction if it is available. > > ___ > *credited to Soren of Asgard* \pagebreakNum ### Treant Abulatory seedkin who are native to the Black Shroud. They tower over most denizens of the forest and will aggressively confront any creature they deem a danger to their home, known as guardians of the forest. #### Treant Treants will flail their limb like roots are creatures or use their large bodies to fall upon their enemies. They sometimes make use of magicked acorns which explode in a sleeping powder to stop fleeing creatures from escaping their wrath. ___ > ## Treant >*Huge Plant, Unaligned* > ___ > - **Armor Class** 16 (Natural Armour) > - **Hit Points** 115 (11d12+44) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|18 (+4)|5 (-3)|16 (+3)|10 (0)| >___ > - **Senses** passive Perception 13 > - **Damage Vulnerability** fire > - **Damage resistance** thunder > - **Languages** -- > - **Challenge** 4 (1,100 XP) > ___ > > ### Actions > ***Multiattack.*** The treant makes 2 slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +5 to hit, 10ft., one target. *Hit:* 14 (2d10+3) bludgeoning damage. > > ***Canopy.*** The treant forcibly falls forward, dropping its canopy in a 20ft. cone in front of it. Each creature in the affected area must make a DC 13 Strength saving throw, taking 16 (3d10) bludgeoning damage on a failure, and half as much on a successful one. > > **Acorn Bomb (Recharge 3-4).** The treant tosses a magicked acorn at a location it can see within 30ft. of it which explodes in a 10ft. radius circle. Each creature must make a DC 13 Constitution saving throw or fall asleep for 10 minutes, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. > > ***Arboreal Storm (Recharge 5-6).*** The treant forcibly spins its body while rapidly drawing wind aether into a vortex around itself in a 15ft. radius, 20ft. tall cylinder. Each creature in the affected area must make a DC 13 Strength saving throw, taking 11 (2d10) bludgeoning damagae and 7 (2d6) thunder damage and be knocked prone on a failure, and half as much damage and not be knocked prone on a success. >___ > >*Credited to Soren of Asgard* \pagebreakNum # Soulkin Soulkin are inorganic beings who are gifted life through strange means, often magicks or a magical medium. Aether pools inside of the being and this leads it to life gaining the ability to move and think for itself, and in some cases even speech. Some soulkin may even be born naturally, as life giving aether is wrongly imparted by the land onto a shockingly suitable medium instead of the intended target. \columnbreak ##### Soulkin Creatures | Creature Name | |:------------------:| | **Coblyn** | | Coblyn | | **Dullahan** | | Dullahan | | **Spriggan** | | Spriggan | | Dull Stone Spriggan | \pagebreakNum ### Coblyn Coblyns are creatures whose appearance leaves many unsettled. A fleshy creature meshed with ore, they skitter about on tentacle appendages in search of ore and suitable rocks for consumption. Its believes the ore it consumes is used to develop its shell, which makes them great for indicating the types of ore in a particular cavern. #### Coblyn The color and type of ore a coblyn consumes will change its appearance but also its identification. Depending on coloration they may be known as Doblyns, Soblyns or Zoblyns as well. ___ > ## Coblyn >*Medium aberration, unaligned* > ___ > - **Armor Class** 13 (Natural armor) > - **Hit Points** 24 (1d8+20) > - **Speed** 20ft., burrow 20ft., climb 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|17 (+3)|14 (+2)|5 (-3)|13 (+1)|8 (-1)| >___ > - **Damage Immunities** poison > - **Condition Immunities** paralyzed, petrified, poisoned, unconscious > - **Senses** darkvision 60ft., tremorsense 60ft., passive perception 11. > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > > **Earth Glide.** The Coblyn can burrow through nonmagical, unworked earth and stone. While doing so, the Coblyn doesn't disturb the material it moves through. > > **Stone Camouflage.** The Coblyn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. > > **Stone Climb.** The Coblyn can climb difficult stone surfaces, including upside down on ceilings, without needing to make an ability check. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 6 (1d6+3) piercing damage > > ***Shatter (1/Day).*** Once a day, the Coblyn can cause the stones and gems imbedded on its back to emit a high frequency sound wave. Each creature within a 10 ft. radius of the Coblyn must succeed on a DC 12 Dexterity saving throw. On a failure the creature takes 5 (2d4) force damage, and no damage on a successful one. > > ___ > Credited to Jotunn-Bane \pagebreakNum ### Dullahan Dullahans are widely considered to be a form a ancient golem which stalk the fallen forts and castles of lore. Though others argue they may be more akin to ashkin where the souls of men long past inhabited the armor they worre in life. #### Dullahan Though many theorize the origin of Dullahans, a few things are certain, they're never present without a reason, and their access to many tools of steel and sorcery imply their halls should be avoided. \columnbreak ___ > ## Dullahan >*Large construct, unaligned* > ___ > - **Armor Class** 16 (Plate) > - **Hit Points** 153 (18d10+54) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|16 (+3)|1 (-5)|10 (+0)|1 (-5)| >___ > - **Saving Throws** STR +11, DEX +5 > - **Skills** Athletics +8, Perception +3 > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing > - **Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned > - **Senses** blindsight 60 ft., Passive Perception 13, (Blind beyond 60 ft.) > - **Languages** Understands Common but can't speak > - **Challenge** 7 (2,900 XP) >___ > ***Brute.*** The Dullahan deals one extra damage die with its weapon attacks (included with the attack). > ### Actions > ***Multiattack.*** Dullahan makes two Greatsword attacks. > > ***Greatsword.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 15 (3d6+5) slashing damage. > > ***Iron Justice (Recharge 5-6).*** The Dullahan swings its greatsword in a wide arc. Each creature in a 15 ft. cone must make a DC 15 Dexterity saving throw, taking (3d6+5) slashing damage on a failure, and half as much damage on a success. > > ***Black Nebula (1/Day).*** The Dullahan summons a 20 ft. radius void puddle beneath a creature it can see within 60 ft. of it. The puddle last for one minute counts as difficult terrain, and when a creature starts its turn in the puddle or the first time it enters it in a turn, it must make a DC 13 Constitution saving throw taking (4d8) necrotic damage on a failure, or half as much damage on a success. > > ### Bonus Actions > > ***King's Will (1/day).*** Until the end of the Dullahans turn, it makes one additional melee attack, each attack deals an extra (3d6) damage, and all damage is changed to Force damage. >___ >*Credited to Jotunn-Bane* \pagebreakNum ### Spriggan Spriggans have a number of classes they may be able to be attributed too, having similarities with sprite and faeries, but not being either in truth. They inhabit rocky regions and mines carrying gems or ore they located in the area. This ore acts as the power source of a spriggan. #### Spriggan Spriggans are popular amonst miners, and their presence are seen as a sign of good fortune to come and the presence of valuable ores. ___ > ## Spriggan >*Small aberration, Chaotic Neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 16 (3d6+6) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+1) |14 (+2)|4 (-3)|10 (+0)|8 (-1)| >___ > - **Skills** athletics +4 > - **Damage Vulnerabilities** necrotic > - **Damage Resistances** bludgeoning > - **Senses** darkvision 30ft. > - **Languages** - > - **Challenge** 1/8 (50 XP) > ___ > > ### Actions > ***Ore Bash.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage > ___ > *Credited to Brulen* \columnbreak #### Dull Stone Spriggan Spriggans treat their stones as their entire purpose of being, and when they lose these stones they lose their will to live itself. Depending on the type of gemstone they carry, they can draw different kinds of magic to wield, but Dull Stone Spriggans are the most common, and weakest of the bunch. ___ > ## Dull Stone Spriggan >*Small fae, Chaotic Neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 22 (4d6+8) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3) |14 (+2)|8 (-1)|16 (+3)|10 (+0)| >___ > - **Skills** perception +5 > - **Damage Resistances** slashing, bludgeoning and piercing damage from non-magical weapons > - **Senses** darkvision 60ft. > - **Languages** Common, Terran > - **Challenge** 1/4 (100 XP) > ___ > > ### Actions > ***Headbutt.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 4 (d4+2) bludgeoning damage > > ***Romp.*** The spriggan unleashes a shock wave while rampaging about in a 15ft. cone. Each creature in the affected area must make a DC 12 Dexterity saving throw or take 3 (1d6) bludgeoning damage. > > ***Jittering Jig.*** The spriggan draws energies from its stone, empowering it for 1 minute. It gains 6 (1d4+3) temporary hit points and deals 3 bonus damage on its headbutt attack. Its headbutt is considered magical while under the effect of jittering jig. After using jittering jig, the spriggan may use the disengage or dash action a bonus action. > > ___ > *Credited to Soren of Asgard* \pagebreakNum # Spoken The spoken are identified by one key feature, they are an intelligent creature not only posssing an independent language, but one that can be interpretted by another spoken of a different genus. All the creatures capable of proper communication within their genus fall under this category, from the Au Ra to the Kobolds, if a type of creature is capable of communicating in a meaningful way across species, it falls under this category. \columnbreak ##### Spoken Creatures | Creature Name | |:------------------:| | **Amalj'aa** | | Amalj'aa Archer | | Amalj'aa Impaler | | Amalj'aa Initiate | | Amalj'aa Striker | | **Ixal** | | Ixali Caller | | Ixali Straightbeak | | Ixali Swiftbeak | | Ixali Swordfighter | | **Kobold** | | Kobold Dustman | | Kobold Potman | | Kobold Sidesman | | Kobold Supplicant | | **Moogle** | | Twelveswood Moogle | | **Sahagin** | | Shoalscale Sahagin | | Shoalclaw Sahagin | | Shoalspine Sahagin | | Shoaltooth Sahagin | | Wavepine Sahagin | | Wavetooth Sahagin | | **Sylph** | | Sylvan Groan | | Sylvan Scream | | Sylvan Sough | | **Tonberry** | | Tonberry | | Tonberry King | | Nymian Tonberry | | Folktale Tonberry | \pagebreakNum ### Amalj'aa The Amalj'aa are lizard like people who tower over the other races with their size and strength. They hail from the northern reaches of Thanalan and worship Ifrit, Lord of the Inferno. They live a nomadic way of life and are both honorable warriors and skilled metal smiths. #### Amalj'aa Striker Amalj'aa Strikers are skirmishers who travel light, using a pair of knuckles crafted from bone or iron in battle and employing their tribe's martial arts in battle. ___ >## Amalj'aa Striker >*medium humanoid (amalj'aa), Lawful Neutral* >___ >**Armor Class** 13 (Natural Armor) >**Hit Points** 25 (3d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |18 (+4)|10 (+0)|12 (+1)|10 (+0)| >___ >**Senses** Passive Perception 12 >**Languages** Common >**Challenge** 1 (200 XP) >___ >### Actions >***Multiattack.*** The amalj'aa striker makes two knuckle attacks. >***Knuckle.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 4 (d4+2) bludgeoning damage >***Devestate(Recharge 5-6).*** The amalj'aa striker unleashes a wild blow in a 10ft. long, 5ft. wide line infront of them. Each creature in the affected area must make a DC 12 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be knocked prone. Bonus damage from Enfire is applied to this damage as well. > >### Bonus Actions >***Enfire (1/Day).*** The amalj'aa striker imbues theirs weapons with fire aether. For one minute, their weapon attacks deal a bonus 2 (1d4) fire damage when they hit a creature. >___ >*Credited to Soren of Asgard* \columnbreak #### Amlaj'aa Impaler The amalj'aa when picking out weapons to get up close and personal with their foes tend to choose either a set of knuckles or a long arm weapon such as a glaive or spear, allowing for packs of amalj'aa raiders to adapt to various threats on the fly. ___ >## Amalj'aa Impaler >*medium humanoid (amalj'aa), Lawful Neutral* >___ >**Armor Class** 13 (Natural Armor) >**Hit Points** 34 (4d8+16) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |18 (+4)|10 (+0)|12 (+1)|10 (+0)| >___ >**Senses** Passive Perception 12 >**Languages** Common >**Challenge** 1 (200 XP) >___ >### Actions >***Glaive.*** *Melee Weapon Attack:* +4 to hit, 10ft., one target. *Hit:* 8 (1d12+2) slashing damage >***Devestate(Recharge 5-6).*** The amalj'aa impaler unleashes a wild blow in a 10ft. long, 5ft. wide line infront of them. Each creature in the affected area must make a DC 12 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be knocked prone. Bonus damage from Enfire is applied to this damage as well. > >### Bonus Actions >***Enfire (1/Day).*** The amalj'aa impaler imbues theirs weapons with fire aether. For one minute, their weapon attacks deal a bonus 2 (1d4) fire damage when they hit a creature. >___ >*Credited to Soren of Asgard* \pagebreakNum #### Amalj'aa Archer Amalj'aa with sharp eyesight and deft hands often take up the bow and arrow, rather than the glaives and knuckles of their more direct kin. Their position in hunting groups is importantin slowly hunt marks and striking aerial foes from the sky. ___ >## Amalj'aa Archer >*medium humanoid (amalj'aa), Lawful Neutral* >___ >**Armor Class** 15 (Natural Armor) >**Hit Points** 25 (3d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2) |18 (+4)|10 (+0)|14 (+2)|10 (+0)| >___ >**Senses** Passive Perception 12 >**Languages** Common >**Challenge** 1 (200 XP) >___ >### Actions >***Multiattack.*** The amalj'aa archer makes two shortbow attacks. >***Shortsword.*** *Melee Weapon Attack:* +4 to hit, 10ft., one target. *Hit:* 5 (d6+2) piercing damage >***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, 80/320ft., one target. *Hit:* 5 (d6+2) piercing damage >***Devestate(Recharge 5-6).*** The amalj'aa archer unleashes a wild blow in a 10ft. long, 5ft. wide line infront of them. Each creature in the affected area must make a DC 11 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be knocked prone. > >### Bonus Actions >***Enfire (1/Day).*** The amalj'aa archer imbues theirs weapons with fire aether. For one minute, their weapon attacks deal a bonus 2 (1d4) fire damage when they hit a creature. >___ >*Credited to Soren of Asgard* \columnbreak #### Amalj'aa Initiate Amalj'aa born with the gift of manipulating fire magicks are especially revered among their people, holding it as a sacred gift from Ifrit. ___ >## Amalj'aa Initiate >*medium humanoid (amalj'aa), Lawful Neutral* >___ >**Armor Class** 13 (Natural Armor) >**Hit Points** 25 (3d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1) |18 (+4)|10 (+0)|14 (+2)|16 (+3)| >___ >**Senses** Passive Perception 12 >**Languages** Common >**Challenge** 2 (200 XP) > >***Innate Spellcasting.*** The Almaj'aa Initiate spellcasting ability is Charisma (spell save DC 13, +5 spell attack bonus). The amalj'aa initiate can innately cast the >following spells, requiring no material components: >3/day: Burning Hands >___ >### Actions >***Stave.*** *Melee Weapon Attack:* +3 to hit, 10ft., one target. *Hit:* 3 (d4+1) bludgeoning damage >***Almalj'aa Fire.*** *Ranged Spell Attack:* +5 to hit, 60 ft., one target. *Hit:* 16 (2d12+3) fire damage >***Devestate(Recharge 5-6).*** The amalj'aa initiate unleashes a wild blow in a 10ft. long, 5ft. wide line infront of them. Each creature in the affected area must make a DC 11 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be knocked prone. > >### Bonus Actions >***Blaze Spikes (1/Day).*** The amalj'aa initiate imbues their body with fire aether. For one minute, when a creature hits the amalj'aa with a wepaon attack they take 2 (1d4) fire damage. >***Enfire (1/Day).*** The amalj'aa initiate imbues theirs weapons with fire aether. For one minute, their weapon attacks deal a bonus 9 (2d8) fire damage when they hit a creature. >___ >*Credited to Soren of Asgard* \pagebreakNum ### Ixal The Ixal are bird like humanoids who hail from Xelphatol, a mountainous region north of the Black Shroud that's constantly battered by harsh winds. Though most of their feathers have disappeared theycontinue to persevere in search of their promise land wheir the Lady of the Vortex, Garuda, lives. In order to bridge the gap between their haves and their needs, they often raid the Twelveswood in search of supplies. #### Ixali Swordfighter Ixali sword fighters rely on sharp light swords that they can manipulate easily to out maneuver their foes. Its not uncommon to see one moving alone as a scout, seeking weaknesses prior to a raid. ___ >## Ixali Swordfighter >*medium humanoid (ixal), Chaotic Neutral* >___ >**Armor Class** 16 (natural armor, shield) >**Hit Points** 22 (3d8+9) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2) |16 (+3)|10 (+0)|12 (+1)|10 (+0)| >___ >**Senses** Passive Perception 11 >**Languages** Common >**Challenge** 1 (200 XP) >___ >**Brute.** A melee weapon attack deals one extra die of its damage when the ixali swordfighter hits with it (included in the attack). >***Swift Gust (1/Day).*** When the ixali swordfighter uses the Dodge action, their AC is increased by +3. > ### Actions >***Scimitar.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 9 (2d6+2) slashing damage > >### Bonus Actions >***Barbaric Surge (1/Day).*** The next weapon attack the ixali swordfighter hits deals an addition 3 damage. >***Coming Storm (1/Day).*** The ixali swordfighter makes a scimitar attack as a bonus action. >***Enaero (1/Day).*** The ixali swordfighter imbues theirs weapons with wind aether. For one minute, their weapon attacks deal a bonus 2 (1d4) thunder damage when they hit a creature. >___ >*Credited to Soren of Asgard* \columnbreak #### Ixali Swiftbeak Ixali swiftbeaks are known within their tribe for their physical strength and reckless in battle. Rushing ahead and wielding their battleaxes with no regard for their safety, they are dangerous foes blessed by the winds. ___ >## Ixali Swiftbreak >*medium humanoid (ixal), Chaotic Neutral* >___ >**Armor Class** 13 (natural armor) >**Hit Points** 45 (6d8+18) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |16 (+3)|10 (+0)|12 (+1)|10 (+0)| >___ >**Senses** Passive Perception 11 >**Languages** Common >**Challenge** 2 (200 XP) >___ >**Brute.** A melee weapon attack deals one extra die of its damage when the ixali swiftbeak hits with it (included in the attack). >***Swift Gust (1/Day).*** When the ixali swiftbeak uses the Dodge action, their AC is increased by +3. > ### Actions >***Battleaxe.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 13 (2d10+2) slashing damage > >### Bonus Actions >***Barbaric Surge (1/Day).*** The next weapon attack the ixali swiftbeak hits deals an addition 3 damage. >***Coming Storm (1/Day).*** The ixali swiftbeak makes a greataxe attack as a bonus action. >***Enaero (1/Day).*** The ixali swiftbeak imbues theirs weapons with wind aether. For one minute, their weapon attacks deal a bonus 2 (1d4) thunder damage when they hit a creature. >___ >*Credited to Soren of Asgard* \pagebreakNum #### Ixali Straightbeak Ixal Straightbeaks wield lances with precision and strength, using wind magicks to improve their ability to strike their foes and overwhelm them. ___ >## Ixali Straightbeak >*medium humanoid (ixal), Chaotic Neutral* >___ >**Armor Class** 13 (natural armor) >**Hit Points** 30 (4d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |16 (+3)|10 (+0)|12 (+1)|10 (+0)| >___ >**Senses** Passive Perception 11 >**Languages** Common >**Challenge** 1 (200 XP) >___ >**Brute.** A melee weapon attack deals one extra die of its damage when the ixali swiftbeak hits with it (included in the attack). >***Swift Gust (1/Day).*** When the ixali straightbeak uses the Dodge action, their AC is increased by +3. > ### Actions >***Spear.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 11 (2d8+2) piercing damage > ### Bonus Actions >***Barbaric Surge (1/Day).*** The next weapon attack the ixali swiftbeak hits deals an addition 3 damage. >***Coming Storm (1/Day).*** The ixali straightbeak makes a spear attack as a bonus action. >***Enaero (1/Day).*** The ixali straightbeak imbues theirs weapons with wind aether. For one minute, their weapon attacks deal a bonus 2 (1d4) thunder damage when they hit a creature. >___ > *Credited to Soren of Asgard* \columnbreak #### Ixali Caller Ixali callers commune with the elements to wield the wind a as a weapon, they're never without a weapon as long as they have their trust staff in hand. Apple to wield magic and infuse their staff with aether to use as a bludgeon, the callers are never without options. ___ >## Ixali Caller >*medium humanoid (ixal), Chaotic Neutral* >___ >**Armor Class** 13 (natural armor) >**Hit Points** 30 (4d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |16 (+3)|10 (+0)|16 (+3)|10 (+0)| >___ >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 2 (200 XP)> > >___ > >***Swift Gust (1/Day).*** When the ixali caller uses the Dodge action, their AC is increased by +3. > >***Innate Spellcasting.*** The ixali caller's spellcasting ability is Wisdom (spell save DC 13, +5 spell attack bonus). The ixaili caller can innately cast the following spells, requiring no material components: >3/day: Thunderwave > >### Actions >***Staff.*** *Melee Weapon Attack:* +3 to hit, 5ft., one target. *Hit:* 3 (d4+1) bludgeoning damage >***Ixali Aero.*** *Ranged Spell Attack:* +5 to hit, 60 ft., one target. *Hit:* 16 (2d12+3) thunder damage > >### Bonus Actions >***Enaero (1/Day).*** The ixali caller imbues theirs weapons with wind aether. For one minute, their weapon attacks deal a bonus 9 (2d8) thunder damage when they hit a creature. > >___ >*Credited to Soren of Asgard* \pagebreakNum ### Kobold Industrial and pious, Kobolds call the O'gorommo mountains home and worship the Lord of Crags, Titan. They live in a strict hierarchy of groups known as digs that have authority over all digs below them. The higher one's dig, the more likely a member of that dig is capable of highly technical work. Kobolds are skilled mentallurgist and miners, viewing ore as sacred gifts from their father. #### Kobold Potman Kobold Potmen wield short swords and titan's blessings to protect their digs from attackers and allow production to continue. Trained as guards potmen hold the line as well as any knight. ___ >## Kobold Potman >*medium humanoid (kobold), Lawful Neutral* >___ >**Armor Class** 14 (ringmail) >**Hit Points** 30 (4d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |16 (+3)|12 (+1)|12 (+1)|10 (+0)| >___ >**Senses** Passive Perception 11 >**Languages** Common >**Challenge** 1 (200 XP) > >___ > > ### Actions >***Multiattack.*** The kobold potman makes two shortsword attacks. >***Shortsword.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (d6+2) piercing damage > >### Bonus Actions >***Barbaric Surge (1/Day).*** The next weapon attack the kobold potman hits deals an addition 3 damage. >***Fast Blade (Recharge 5-6).*** The kobold potman makes a shortsword attack. >***Titan's Boon (1/Day).*** The Kobold Potman asks and receives a blessing from titan. Until the end of their next turn, any damage the kobold potman takes is reduced by 3. > >___ >*Credited to Soren of Asgard* \columnbreak #### Kobold Dustman Dustmen fill the role of both rock breakers, but also as reckless combattants, using titan's blessings to strengthen themselves and allow them to fight more recklessly. ___ >## Kobold Dustman >*medium humanoid (kobold), Lawful Neutral* >___ >**Armor Class** 14 (ringmail) >**Hit Points** 30 (4d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |16 (+3)|12 (+1)|12 (+1)|10 (+0)| >___ >**Senses** Passive Perception 11 >**Languages** Common >**Challenge** 1 (200 XP) >___ > >### Actions >***Multiattack.*** The kobold dustman makes two battleaxe attacks. >***Battleaxe.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 7 (d10+2) slashing damage >***Overpower (Recharge 5-6).*** The Kobold dustman slams their axe into the ground with heavy force, creating a shockwave in a 15ft. cone. Each creature in the affected area must make a DC 12 Dexterity saving throw or take 7 (d10+2) force damage, and half as much on a successful one. > >### Bonus Actions >***Barbaric Surge (1/Day).*** The next weapon attack the kobold potman hits deals an addition 3 damage. > >***Enstone (1/Day).*** The kobold dustman imbues their weapons with water aether. For one minute, their weapon attacks deal a bonus 2 (1d4) bludgeoning damage when they hit a creature. > >***Titan's Boon (1/Day).*** The Kobold Potman asks and receives a blessing from titan. Until the end of their next turn, any damage the kobold potman takes is reduced by 3. > >___ >*Credited to Soren of Asgard* \pagebreakNum #### Kobold Supplicant Supplicants are capable of using magicks in an offensive manner, using earth magic to protect their homes and digs from would be invaders and pesky overdwellers. ___ >## Kobold Supplicant >*medium humanoid (kobold), Lawful Neutral* >___ >**Armor Class** 14 (ringmail) >**Hit Points** 30 (4d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |16 (+3)|16 (+3)|16 (+3)|16 (+3)| >___ >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 2 (200 XP) > >___ > >***Innate Spellcasting.*** The kobold supplicant's spellcasting ability is Charisma (spell save DC 13, +5 spell attack bonus). The kobold supplicant can innately cast the following spells, requiring no material components: >At will: Magic Stone >3/day: Earthtremor > >### Actions >***Wand.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 4 (d4+2) bludgeoning damage >***Kobold Stone.*** *Ranged Spell Attack:* +5 to hit, 30ft., one target. *Hit:* 19 (3d10+3) bludgeoning damage >***Titan's Anger (Recharge 5-6).*** The kobold potman throws an enchanted rock at a location it can see within 30ft. of it which explodes in a 10ft. radius sphere. Each creature in the affected area must make a DC 13 Dexterity saving throw or take 10 (3d6) force damage on a failure, and half as much damage on a success. > >### Bonus Actions >***Titan's Boon (1/Day).*** The Kobold Potman asks and receives a blessing from titan. Until the end of their next turn, any damage the kobold potman takes is reduced by 3. >___ >*Credited to Soren of Asgard* \columnbreak #### Kobold Sidesman Sidesmen rely on the same magicks as supplicants but rather than using it to harm, they use it more oftent o reinforce and protect their dig through protective and healing magic. This won't stop them from using the magic for attack as well though. ___ >## Kobold Sidesman >*medium humanoid (kobold), Lawful Neutral* >___ >**Armor Class** 14 (ringmail) >**Hit Points** 30 (4d8+12) >**Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1) |16 (+3)|16 (+3)|16 (+3)|16 (+3)| >___ >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 1 (200 XP) > >___ > >***Innate Spellcasting.*** The kobold sidesman's spellcasting ability is Charisma (spell save DC 13, +5 spell attack bonus). The kobold sidesman can innately cast the following spells, requiring no material components: >At will: Shillelagh >3/day: Healing Word > >### Actions >***Wand.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 4 (d4+2) bludgeoning damage >***Kobold Stone.*** *Ranged Spell Attack:* +5 to hit, 30ft., one target. *Hit:* 14 (2d10+3) bludgeoning damage >***Titan's Anger (Recharge 5-6).*** The kobold potman throws an enchanted rock at a location it can see within 30ft. of it which explodes in a 10ft. radius sphere. Each creature in the affected area must make a DC 13 Dexterity saving throw or take 7 (2d6) force damage on a failure, and half as much damage on a success. > >### Bonus Actions >***Titan's Boon (1/Day).*** The Kobold Potman asks and receives a blessing from titan. Until the end of their next turn, any damage the kobold potman takes is reduced by 3. >___ >*Credited to Soren of Asgard* \pagebreakNum ### Moogle Moogles are mysterious creatures who are often very elusive. While friendly with those they know they tend to give strangers a wide path. They have fluffy white bodies, small stubby clawed arms and bat wings they use to manipulate aether to float through the air. They also sport colorful *poms* spheres that change color with their emotions at the end of a long appendage out the top of their heads. #### Twelveswood Moogle The moogles who call the twelveswood home normally keep hidden from most other races, only showing themselves to those they can truly trust or those who commune with the forest. Though adept at magic, they prefer to use it mainly to stay hidden and protect their communities from harm. ___ >## Twelveswood Moogle >*small fae (moogle), Chaotic Good* >___ >**Armor Class** 14 >**Hit Points** 33 (6d6+12) >**Speed** 10ft., 30ft. fly (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4) |14 (+2)|10 (+0)|16 (+3)|16 (+3)| >___ >**Skills** Stealth +6 >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 1 (200 XP) >___ > >**Innate Spellcasting.** The sylvan groan’s spellcasting ability is Charisma (spell save DC 13, +5 spell attack bonus). The sylvan groan can innately cast the following spells, requiring no material components: >At will: Dancing Lights, Prestidigitation >3/day: Invisibility > >### Actions >***Staff.*** *Melee Weapon Attack:* +1 to hit, 5ft., one target. *Hit:* 1 (d4-1) bludgeoning damage. >***Pom Light.*** *Ranged Magic Attack:* +5 to hit, 5ft., one target. *Hit:* 10 (2d6+3) radiant damage. >***Pom Cure (3/Day).*** The moogle invokes their magicks to mend the wounds of a creature they can see within 30ft. of them. The creature recovers 7 (1d8)+3 hit points. >___ >*Credited to Soren of Asgard* \pagebreakNum ### Sahagin The sahagin homeland is a vast city built at the bottom of the Indigo Deep. For a long time they sahagin were known for banditry upon the high seas, ransacking passing ships and dragging sea farers to early graves. They've gone so far as to begin to settle a new spawning grounds on the western shores of Vylbrand. #### Shoalspine Sahagin Shoalspine sahagain wield a trident and shield, acting as the vanguard in skirmishes. The first to the fight and defenders oh their allies, they aim to take the brunt of the attack. ___ >## Shoalspine Sahagin >*medium humanoid (sahagin), Lawful Neutral* >___ >**Armor Class** 15 (natural armor, shield) >**Hit Points** 30 (4d8+12) >**Speed** 30ft., 30ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2) |16 (+3)|10 (+0)|14 (+2)|12 (+1)| >___ >**Senses** Passive Perception 12 >**Languages** Common >**Challenge** 1 (200 XP) >___ >**Amphibious.** The shoalspine sahagin can breath air and water. >**Slippery.** The shoalspine sahagin has advantage on ability checks and saving throws made to escape a grapple. >### Actions >***Multiattack.*** The shoalscale sahagin makes two trident attacks. They may substitute one of these attacks for lacerate if available. >***Claw.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (d6+2) slashing damage >***Trident.*** *Melee Weapon Attack:* +4 to hit, 5ft., (thrown 20/60), one target. *Hit:* 5 (d6+2) piercing damage >***Lacerate (Recharge 3-4).*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (d6+2) slashing damage. The target must make a DC 13 Constitution saving throw or have their wound corrupted by water aether, causing excessive bleeding. At the start of each of their turns they take 4 (2d4) slashing damage. They repeat the saving throw at the end of each of their turns. >***Hydroball (Recharge 5-6).*** The shoalspine sahagin unleashes a burst of pressurized water in a 15ft. cone infront of it. Each creature in the affected area must make a DC 13 Dexterity saving throw, taking 7 (2d6) cold damage on a failure, and half as much on a success. >___ >*Credited to Soren of Asgard* \pagebreakNum #### Shoalscale Sahagin The shoalscale sahagin infuse their tridents with water aether to improve their destructive power. Using pin point accurate strikes they aim to pierce their mark's defenses making for swiftly ended battles. ___ >## Shoalscale Sahagin >*medium humanoid (sahagin), Lawful Neutral* >___ >**Armor Class** 13 (natural armor) >**Hit Points** 30 (4d8+12) >**Speed** 30ft., 30ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2) |16 (+3)|10 (+0)|14 (+2)|12 (+1)| >___ >**Senses** Passive Perception 12 >**Languages** Common >**Challenge** 1 (200 XP) >___ >**Amphibious.** The shoal sahagin can breath air and water. >**Slippery.** The shoal sahagin has advantage on ability checks and saving throws made to escape a grapple. >### Actions >***Multiattack.*** The shoalscale sahagin makes two claw or trident attacks in any combination. They may substitute one of these attacks for lacerate if available. >***Claw.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (d6+2) slashing damage >***Trident.*** *Melee Weapon Attack:* +4 to hit, 5ft., (thrown 20/60), one target. *Hit:* 5 (d6+2) piercing damage >***Lacerate (Recharge 5-6).*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (d6+2) slashing damage. The target must make a DC 13 Constitution saving throw or have their wound corrupted by water aether, causing excessive bleeding. At the start of each of their turns they take 4 (2d4) slashing damage. They repeat the saving throw at the end of each of their turns. > >### Bonus Actions >***Enwater (1/Day).*** The shoalspine sahagin imbues their weapons with water aether. For one minute, their weapon attacks deal a bonus 2 (1d4) cold damage when they hit a creature. >___ >*Credited to Soren of Asgard* \pagebreakNum #### Shoalclaw Sahagin Foregoing the burden of carrying weapons, Shoalclaw Sahagin use their natural claws to fight as nature intended. Channeling water aether through their claws they are highly adaptable fighters. ___ >## Shoalclaw Sahagin >*medium humanoid (sahagin), Lawful Neutral* >___ >**Armor Class** 15 (natural armor) >**Hit Points** 30 (4d8+12) >**Speed** 30ft., 30ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2) |16 (+3)|10 (+0)|14 (+2)|12 (+1)| >___ >**Senses** Passive Perception 12 >**Languages** Common >**Challenge** 1 (200 XP) >___ > >**Amphibious.** The shoal sahagin can breath air and water. >**Slippery.** The shoal sahagin has advantage on ability checks and saving throws made to escape a grapple. > >### Actions >***Multiattack.*** The shoalscale sahagin makes two claw attacks. They may substitute one of these attacks for lacerate if available. >***Claw.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (1d6+2) slashing damage. >***Lacerate (Recharge 5-6).*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (d6+2) slashing damage. The target must make a DC 13 Constitution saving throw or have their wound corrupted by water aether, causing excessive bleeding. At the start of each of their turns they take 4 (2d4) slashing damage. They repeat the saving throw at the end of each of their turns. > >### Bonus Actions >***Enwater (1/Day).*** The shoalclaw sahagin imbues their weapons with water aether. For one minute, their weapon attacks deal a bonus 2 (1d4) cold damage when they hit a creature. >___ >*Credited to Soren of Asgard* \columnbreak #### Shoaltooth Sahagin Shoaltooth Sahagin are magicians that commune with the sea and wield its power as a weapon. Relying on magics for battle they can even bend water to their will. ___ >## Shoaltooth Sahagin >*medium humanoid (sahagin), Lawful Neutral* >___ >**Armor Class** 13 (natural armor) >**Hit Points** 30 (4d8+12) >**Speed** 30ft., 30ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2) |16 (+3)|10 (+0)|16 (+3)|14 (+2)| >___ >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 1 (200 XP) >___ > >**Amphibious.** The shoal sahagin can breath air and water. >**Slippery.** The shoal sahagin has advantage on ability checks and saving throws made to escape a grapple. > >**Innate Spellcasting.** The shoaltooth sahagin’s spellcasting ability is Wisdom (spell save DC 13, +5 spell attack bonus). The shoaltooth sahagin can innately cast the following spells, requiring no material components: >At will: Acid Splash, Shape Water >3/day: Frost Fingers > >### Actions >***Staff.*** *Melee Weapon Attack:* +2 to hit, 5ft., one target. *Hit:* 2 (d4) bludgeoning damage. >***Water.*** *Ranged Spell Attack:* +4 to hit, 30ft., one target. *Hit:* 17 (4d6+3) cold damage. >***Lacerate (Recharge 3-4).*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (d6+2) slashing damage. The target must make a DC 13 Constitution saving throw or have their wound corrupted by water aether, causing excessive bleeding. At the start of each of their turns they take 4 (2d4) slashing damage. They repeat the saving throw at the end of each of their turns. >***Hydroball (Recharge 5-6).*** The shoalspine sahagin unleashes a burst of pressurized water in a 15ft. cone infront of it. Each creature in the affected area must make a DC 13 Dexterity saving throw, taking 7 (2d6) cold damage on a failure, and half as much on a success. > >___ >*Credited to Soren of Asgard* \pagebreakNum ___ ___ > ## Wavespine Sahagin >*Medium humanoid (sahagin), neutral evil* > ___ > - **Armor Class** 16 (Natural armor, shield) > - **Hit Points** 91 (14d8+28) > - **Speed** 30 ft. walk, 30 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|14 (+2)|10 (+0)|14 (+2)|8 (-1)| >___ > - **Saving Throws** DEX +7 > - **Skills** Survival +5, Acrobatics +7, Athletics +5 > - **Damage Immunities** acid > - **Condition Immunities** charmed > - **Senses** darkvision 60 ft., Passive Perception 12 > - **Languages** Common, Aquan > - **Challenge** 5 (1,800 XP) >___ > ***Amphibious.*** The Wavespine Sahagin can breathe air and water > > ***Slippery.*** The Wavespine Sahagin has advantage on ability checks and saving throws made to escape a grapple > ### Actions > ***Multiattack.*** The Wavespine Sahagin makes two Blessed Trident attacks, it can replace one of them with Corrupted Lacerate if Available > > ***Blessed Trident.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) piercing damage plus 3 (1d6) acid damage. > > ***Corrupted Lacerate (Recharge 3-4).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) slashing damage. On a hit the target must make a DC 15 Constitution Saving Throw or have their wound corrupted with Leviathan's corrupted water Aether, becoming vulnerable to Acid damage, a creature with Inmunity to Acid damage does not become vulnerable, instead it treats its inmunity as resistance until the effect ends, a creature who is resistant to Acid damage loses it instead until the effect ends . At the end of their turn, the target takes 7 (2d6) Acid damage and repeats the saving throw, ending the effect on itself on a success. > > ***Hydroball (Recharge 5-6).*** The Wavespine Sahagin exhales corrupted water Aether in a 15ft. cone, creatures in the area must make a DC 15 dexterity saving throw, taking 24 (7d6) acid damage on a failure and half as much on a success. > > ### Reactions > ***Devoted to Leviathan.*** If the Wavespine Sahagin fails an attack roll or saving throw within 60ft. of Leviathan, Lord of the Whorl, it can reroll it and must use the new roll. > > ___ >*Credited to Yamil* #### Wavespine Sahagin A Sahagain that is a member of the elite guard who serves Leviathan. Often seen in close proximitely to high ranked priests the Wavespine Sahagin in the enforcer that lays their life down to protect their god and their clergy with religious zeal few can contend with. \pagebreakNum ___ ___ > ## Wavetooth Sahagin >*Medium humanoid, neutral evil* > ___ > - **Armor Class** 14 (Natural armor, Shield) > - **Hit Points** 65 (10d8+20) > - **Speed** 30 ft. walk, 30 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|14 (+2)|12 (+1)|18 (+4)|8 (-1)| >___ > - **Saving Throws** WIS +7 > - **Skills** Arcana +4, Nature +4, Perception +7 > - **Damage Immunities** acid > - **Condition Immunities** charmed > - **Senses** darkvision 60 ft., Passive Perception 17 > - **Languages** Common, Aquan > - **Challenge** 5 (1,800 XP) >___ > ***Amphibious.*** The Wavetooth Sahagin can breathe air and water > > ***Slippery.*** The Wavetooth Sahagin has advantage on ability checks and saving throws made to escape a grapple > > ***Innate Spellcasting.*** Wavetooth Sahagin's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components: > > At Will *Acid Splash, Shape Water* > 3/Day Each *Frost Fingers, Acid Arrow* > 2/Day *Elemental Bane (Acid Only)* > 1/Day Each *Tidal Wave, Control Water, Fear* > > > ### Actions > ***Staff.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. > > ***Watera.*** *Ranged Spell Attack:* +7 to hit, range 30/60 ft., one target. *Hit:* 28 (7d6+4) acid damage. > > ***Corrupted Lacerate (Recharge 3-4).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. On a hit the target must make a DC 15 Constitution Saving Throw or have their wound corrupted with Leviathan's corrupted water Aether, becoming vulnerable to Acid damage, a creature with Inmunity to Acid damage does not become vulnerable, instead it treats its inmunity as resistance until the effect ends, a creature who is resistant to Acid damage loses it instead until the effect ends . At the end of their turn, the target takes 7 (2d6) Acid damage and repeats the saving throw, ending the effect on itself on a success. > > ***Hydroball (Recharge 5-6).*** The Wavetooth Sahagin exhales corrupted water Aether in a 15ft. cone, creatures in the area must make a DC 15 dexterity saving throw, taking 24 (7d6) acid damage on a failure and half as much on a success. > > ### Reactions > ***Devoted to Leviathan.*** If the Wavetooth Sahagin fails an attack roll or saving throw within 60ft. of Leviathan, Lord of the Whorl, it can reroll it and must use the new roll. > > ___ >*Credited to Yamil* #### Wavetooth Sahagin A high priest of the sahagin people who personally attends the primal Leviathan. They wield leviathan's blessings to impart the terror of the deep using fear and water magic to turn the tide in their god's favour. They can be found waiting in the wings when Leviathan takes the field or operating at the crux of their people's communities. \pagebreakNum ### Sylph A plant like race of beastmen who have the appearance of dolls mixed with folliage. They're natural spell casters and habitual tricksters. #### Sylvan Groan Sylvan groands focus on destructive magics above all else, repelling would be intruders to their domain with stinging lightning spells. ___ >## Sylvan Groan >*small fae (sylph), Chaotic Neutral* >___ >**Armor Class** 14 >**Hit Points** 18 (4d6+4) >**Speed** 10ft., 30ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4) |12 (+1)|10 (+0)|16 (+3)|16 (+3)| >___ >**Damage resistance** lightning >**Damage Vulnerbility** fire >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 2 (200 XP) >___ > >**Innate Spellcasting.** The sylvan groan’s spellcasting ability is Charisma (spell save DC 13, +5 spell attack bonus). The sylvan groan can innately cast the following spells, requiring no material components: >At will: Shocking Grasp >3/day: Witchbolt > >### Actions >***Staff.*** *Melee Weapon Attack:* +1 to hit, 5ft., one target. *Hit:* 1 (d4-1) bludgeoning damage. >***Sylvan Thunder.*** *Ranged Spell Attack:* +5 to hit, 30ft., one target. *Hit:* 17 (4d6+3) lightning damage. > >### Bonus Actions >***Enthunder (1/Day).*** The sylvan groan imbues their weapons with lightning aether. For one minute, their weapon attacks deal a bonus 5 (2d4) lightning damage when they hit a creature. > >***Shock Spikes (1/Day).*** The sylvan groan imbues their body with lightning aether. For one minute, when a creature hits the sylvan groan with a wepaon attack they take 5 (2d4) lightning damage. >___ >*Credited to Soren of Asgard* \columnbreak #### Sylvan Scream Inspired by the adventurers they encounter in the Twelveswood, the Sylvan Screams let out less than intimidating war cries when flying into battle. But their small daggers come with a trick, laced with sylvan magic they strike as harshly as any full sized weapon would. ___ >## Sylvan Scream >*small fae (sylph), Chaotic Neutral* >___ >**Armor Class** 15 >**Hit Points** 27 (6d6+6) >**Speed** 10ft., 30ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4) |12 (+1)|10 (+0)|16 (+3)|16 (+3)| >___ >**Damage resistance** lightning >**Damage Vulnerbility** fire >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 1 (200 XP) >___ > >**Innate Spellcasting.** The sylvan groan’s spellcasting ability is Charisma (spell save DC 13, +5 spell attack bonus). The sylvan groan can innately cast the following spells, requiring no material components: >At will: Shocking Grasp > >### Actions >***Dagger.*** *Melee Weapon Attack:* +6 to hit, 5ft., one target. *Hit:* 6 (1d4+4) piercing damage. >***Sylvan Thunder.*** *Ranged Spell Attack:* +5 to hit, 30ft., one target. *Hit:* 10 (2d6+3) lightning damage. > >### Bonus Actions >***Enthunder (1/Day).*** The sylvan groan imbues their weapons with lightning aether. For one minute, their weapon attacks deal a bonus 7 (3d4) lightning damage when they hit a creature. > >***Shock Spikes (1/Day).*** The sylvan groan imbues their body with lightning aether. For one minute, when a creature hits the sylvan groan with a wepaon attack they take 5 (2d4) lightning damage. >___ >*Credited to Soren of Asgard* \pagebreakNum #### Sylvan Sough Sylvan soughs draw on the aether of the land to protect their kin and their home. Using both lightning magic and healing spells, they ensure their home remains safe and sound. ___ >## Sylvan Sough >*small fae (sylph), Chaotic Neutral* >___ >**Armor Class** 14 >**Hit Points** 18 (4d6+4) >**Speed** 10ft., 30ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4) |12 (+1)|10 (+0)|16 (+3)|16 (+3)| >___ >**Damage resistance** lightning >**Damage Vulnerbility** fire >**Senses** Passive Perception 13 >**Languages** Common >**Challenge** 2 (200 XP) >___ > >**Innate Spellcasting.** The sylvan sough’s spellcasting ability is Wisdom (spell save DC 13, +5 spell attack bonus). The sylvan sough can innately cast the following spells, requiring no material components: >At will: Shocking Grasp >3/day: cure wounds, healing word > >### Actions >***Staff.*** *Melee Weapon Attack:* +1 to hit, 5ft., one target. *Hit:* 1 (d4-1) bludgeoning damage. >***Sylvan Thunder.*** *Ranged Spell Attack:* +5 to hit, 30ft., one target. *Hit:* 13 (3d6+3) lightning damage. > >### Bonus Actions >***Enthunder (1/Day).*** The sylvan groan imbues their weapons with lightning aether. For one minute, their weapon attacks deal a bonus 5 (2d4) lightning damage when they hit a creature. > >***Shock Spikes (1/Day).*** The sylvan groan imbues their body with lightning aether. For one minute, when a creature hits the sylvan groan with a wepaon attack they take 5 (2d4) lightning damage. >___ >*Credited to Soren of Asgard* \pagebreakNum ### Tonberry Long ago, a plague swept through the Floating City of Nym. This plague did not kill those who became infected but rather changed their form. This disease from the void spread quickly and caused the Lalafellin citizens of Nym to grow skills and turn their eyes a putrid yellow. It wasn't long before their transformation was complete and the Tonberries were born in Eorzea. Even now, some Tonberries who hold onto their humanity continue to work to find a remedy for their kind, while others give way to the madness inflicted on them becoming full fledged Tonberries, beings of hatred and malice who seek to destory those who enjoy the lives they lost. ___ > ## Tonberry >*Small humanoid, chaotic evil* > ___ > - **Armor Class** 14 (Natural Armor) > - **Hit Points** 84 (13d6+39) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|11 (+0)|16 (+3)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Saving Throws** STR +6, CON +5 > - **Senses** darkvision 60 ft., Passive Perception 9 > - **Languages** Abyssal > - **Challenge** 1 (200 XP) >___ > ***Long Live The King.*** If within 30ft of a Tonberry King, this creature gains +2 to its AC. > > ***Savage Attacks.*** Critical hits with a melee weapon deal one extra die of its damage when the Tonberry hits with it. > > ***Small Savage.*** A melee weapon deals one extra die of its damage when the Tonberry hits with it (included in the attack) > ### Actions > ***Chef's Knife.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) slashing damage. > > ### Reactions > ***Royal Guard.*** When a creature within 5 feet of the Tonberry makes an attack against a Tonberry King, the Tonberry may use its reaction to make a melee weapon attack against the attacking creature. > > ___ > Credited to JPLDN \columnbreak #### Tonberry King A large and particularly powerful Tonberry may become a Tonberry King, who leads their tribe turned subjects. The appearance of a Tonberry King is an ill omen as their presence amplifies the rage and hate in the community's hearts and enthralls them to act in the King's best interest alone. The King in return wields their subject's collective grudge as a weapon. ___ > ## Tonberry King >*Large humanoid, chaotic evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 170 (20d10+60) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|16 (+3)|18 (+4)|16 (+3)|16 (+3)| >___ > - **Saving Throws** CON +6, WIS +6 > - **Senses** darkvision 60 ft., Passive Perception 13 > - **Languages** Abyssal > - **Challenge** 7 (2,900 XP) >___ > ***King's Court.*** If there are atleast 4 allied Tonberries within 30ft of this creature, it gains +2 to its AC. > > ***King's Glory.*** Critical hits with a melee weapon deal one extra die of its damage when the Tonberry King hits with it. > > ***King's Rule.*** A melee weapon deals one extra die of its damage when the Tonberry hits with it (included in the attack) > ### Actions > ***Multiattack.*** Tonberry King makes three Chef's Knife attacks. > > ***Chef's Knife.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) slashing damage. > > ***Everybody's Grudge.*** *Ranged Spell Attack:* +7 to hit, range 60/60 ft., one target. *Hit:* 14 (2d10+4) psychic damage plus 5 (1d10) psychic damage for every Tonberrry that has been killed within a 300 ft. range in the last 24 hours. > > ___ > Credited to JPLDN \pagebreakNum #### Nymian Tonberry The Tonberries who still call what's now known as "The Wanderer's Palace" home have largely regained their sanity. Nymian Tonberries are the uncharmed, generally peaceful folk that once called the city state of "Nym" home. ___ > ## Nymian Tonberry >*Small Humanoid (Tonberry), Neutral Good* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 26 (4d6+12) Hitpoints > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|16 (+3)|16 (+3)|10 (+0)|10 (+0)| >___ > - **Senses** darkvision 60ft., passive Perception 10 > - **Languages** Common > - **Challenge** 1/4 (50 XP) > ___ > **Tough Skin.** When hit by a weapon attack, the Tonberry takes 1 less damage. > >***Innate Spellcasting.*** The Nymian Tonberry's spellcasting ability is Intelligence (spell save DC 13). The tonberry can innately cast the following spells, requiring no material components: > >At will: *Magic Stone* > >1/day each: *Cure Wounds, Healing Word* > > ### Actions > ***Chef's Knife.*** *Melee Weapon Attack:* +8 to hit, 5ft., one target. *Hit:* 5 (1d4+2) slashing damage. > >___ > >*Credited to Soren of Asgard* #### Folktale Tonberry Story books and folktales tell the story of the malicious and violent beings known as Tonberries. With hate in their hearts and violence on their mind, they paralyze their victims and slowly advance on them, before picking them apart with their signature chef's knives. Though the truth is far more complicated, there may be some menaces who aim to make fiction fact. \columnbreak ___ > ## Folktale Tonberry >*Small Humanoid (Tonberry), Chaotic Evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 112 (19d6+36) Hitpoints > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|18 (+4)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Saving Throws** Str +8, Con +7 > > - **Senses** darkvision 60ft., passive Perception 9 > - **Languages** Abyssal > - **Challenge** 5 (1800 XP) > ___ > **Savage Attacks.** Critical hits with a melee weapon deal one extra die of its damage when the Tonberry hits with it. > > **Small Savage.** A melee weapon deals one extra die of its damage when the Tonberry hits with it (included in the attack). > > **Thick Skin.** When hit by a weapon attack, the Tonberry takes 3 less damage. > > ### Actions >***Multiattack.*** The Tonberry makes three Chef's Knife attacks. > > ***Chef's Knife.*** *Melee Weapon Attack:* +8 to hit, 5ft., one target. *Hit:* 11 (2d4+5) slashing damage. > > ***Grudge (Recharge 5-6).*** The Tonberry selects a victim of its grudge it can see within 30ft. of it. creature must make a DC 15 Wisdom saving throw, taking 2d10 necrotic damage and becoming paralyzed on a failed save, and taking half as much damage and do not become paralyzed on a success. The target can repeat the saving throw at the end of each of its turns, ending the paralysis on itself on a success. > > ### Reactions > ***Karma (Recharge 3-4).*** When targeted by a ranged weapon attack, cantrip or spell which has resolved the Tonberry may use its reaction to send a violent wisp of energy from its lantern back to the source. The creature must make a DC 15 Wisdom saving throw, taking 2d10 necrotic damage and become paralyzed on a failed save, and taking half as much damage and do not become paralyzed on a success. The target can repeat the saving throw at the end of each of its turns, ending the paralysis on itself on a success. > >___ > >*Credited to Soren of Asgard* \pagebreakNum # Vilekin Members of the Vilekin class all share one key element to their life cycle. They usually start in a larval form of some kind and develop through distinct forms until they reach their final stage through metamorphosis. This class of creature includes all sorts of insects, worms and pests, whether they are able to take to the sky or bound to the land. Many folks have a hatred of these creeping beasts. \columnbreak ##### Vilekin Creatures | Creature Name | |:------------------:| | **Diremite** | | Diremite | | **Tarantula Hawk** | | Worker Hawk | | Soldier Hawk | | Knight Hawk | | Queen Hawk | | **Wespe** | | Killer Wespe | | **Worm** | | Worm | \pagebreakNum ### Diremite Diremites are a vilekin which follow a distinctsocial hierarchy. The matriarchs of these colonies are known as banemites and are capable of laying eggs. Often a colony won't have more than three to four banemites within it. A group of adult males known as diremites serve as defenders and a large number of larval mites perform the lower levels of labour. #### Diremite Diremites are nomadic and will hunt an area of all its prey before the colony will move on to its next region to hunt and infest. \columnbreak ___ > ## Diremite >*Large beast, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 90 (12d10+24) > - **Speed** 30 ft. walk, 30 ft. climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|14 (+2)|1 (-5)|9 (-1)|3 (-4)| >___ > - **Saving Throws** > - **Damage Immunities** poison > - **Senses** blindsight 60 ft., Passive Perception 9 > - **Languages** > - **Challenge** 3 (700 XP) >___ > ***Spider Climb.*** The Diremite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, the Diremite knows the exact location of any other creature in contact with the same web. > > ***Web Walker.*** The Diremite ignores movement restrictions caused by webbing. > ### Actions > ***Multiattack.*** Diremite makes two Claw attacks, and one Deadly Thrust attack. > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) bludgeoning damage. And the target is grappled, (escape DC 12). The Diremite has two claws, each of which can grapple one target. > > ***Deadly Thrust.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 7 (1d10+2) piercing damage. The target must make a DC 12 Constitution saving throw. On a failure the target takes (2d6) poison damage and is blinded for 1d3 hours, with half as much damage on a successful save and preventing the blindness. If the target fails the saving throw by 5 or more, the target is paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effects on itself with a successful save. > > ***Web (Recharge 5-6).*** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). > > ___ > *Credited to Jotunn-Bane* \pagebreakNum ### Tarantula Hawk Along with the wespe, the Tarantula Hawk is another aggressive vilekin bee which was introduced to Eorzea from the New World. The Sharlayans made use of these oversized bees to pollinate thousands of rare species of plants at Saint Mocianne's Arboretum. They joined the natural landscape as an invasive species once they broke free of facility. When left to their own devices their hives become large sprawling caverns. #### Worker Hawk Worker hawks are the smallest and least dangerous variety of tarantula hawk, which is used for general labouring in a hive. They make use of their stinger's poisons to disable invaders or creatures they can bully out of their way to complete their work. ___ > ## Worker Hawk >*Medium Beast, Unaligned* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 39 (6d8+12) > - **Speed** 20ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|14 (+2)|1 (-5)|12 (+1)|3 (-4)| >___ > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** CR 1 (200 XP) > ___ > > ### Actions > ***Multiattack.*** The Worker Hawk makes one bite attack and one sting attack. > > ***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. > > ***Sting.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus *5* (2d4) poison damage. > > ***Spinal Tap (Recharge 5-6).*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage plus 10 (4d4) poison damage. The creature must make a DC 12 Constitution saving throw or become poisoned for 1 minute. At the start of each of the creature's turns they take 2 (1d4) poison damage and at the end of their turn they repeat the saving throw, the poison condition ending on a success. > > ___ > > *Credit to Soren of Asgard* \columnbreak #### Soldier Hawk Soldier hawks are the most commonly seen tarantula hawks out int he world. These are the scouts and skirmishers of the hive, defending their home from wayward travellers or attempting to expand their hive's domain. ___ > ## Soldier Hawk >*Medium Beast, Unaligned* > ___ > - **Armor Class** 14 (Natural Armor) > - **Hit Points** 60 (8d8+24) > - **Speed** 20ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|16 (+3)|1 (-5)|12 (+1)|3 (-4)| >___ > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** CR 3 (700 XP) > ___ > > ### Actions > ***Multiattack.*** The Worker Hawk makes one bite attack and one sting attack. > > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. > > ***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus *15* (4d4) poison damage. > > ***Spinal Tap (Recharge 5-6).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 20 (8d4) poison damage. The creature must make a DC 13 Constitution saving throw or become poisoned for 1 minute. At the start of each of the creature's turns they take 2 (2d4) poison damage and at the end of their turn they repeat the saving throw, the poison condition ending on a success. > ___ > > *Credit to Soren of Asgard* \pagebreakNum #### Knight Hawk Knight Hawks are rarely seen outside their hives, and fill the role of the royal guard for the queen. These hawks are stronger and swifter than regular soldier hawks and lie in wait for the Queen's beck and call. ___ > ## Knight Hawk >*Medium Beast, Unaligned* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 85 (10d8+40) > - **Speed** 30ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|18 (+4)|1 (-5)|14 (+2)|3 (-4)| >___ > - **Senses** passive Perception 12 > - **Languages** - > - **Challenge** CR 4 (1,100 XP) > ___ > > ### Actions > ***Multiattack.*** The Knight Hawk makes one bite attack and one sting attack or two sharp spindle attacks. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. > > ***Sting.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus *15* (4d4) poison damage. > > ***Sharp Spindle.*** *Melee Weapon Attack:* +5 to hit, reach 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus *10* (3d6) poison damage. > > ***Straight Spindle (Recharge 5-6).*** The knight hawk releases a flow of barbs in a 5ft. wide, 60ft long line. Each creature in the affected area must make a DC 14 Dexterity saving throw or take *14* (4d6) piercing damage on a failure and half as much damage on a success. > ___ > > *Credit to Soren of Asgard* \pagebreakNum ___ ___ > ## Queen Hawk >*Large Beast, Unaligned* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 147 (14d10+70) > - **Speed** 20ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|20 (+5)|1 (-5)|14 (+2)|3 (-4)| >___ > - **Senses** passive Perception 12 > - **Languages** - > - **Challenge** CR 6 (2,300 XP) >___ > > **Pheomone Leak.** When a soldier hawk or knight hawk deals damage within 60ft. of the Queen Hawk, they deal 2 bonus damage. > > ### Actions > ***Multiattack.*** The Knight Hawk makes two sting attacks or two sharp spindle attacks. > > ***Sting.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus *16* (4d6) poison damage. > > ***Sharp Spindle.*** *Melee Weapon Attack:* +5 to hit, reach 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus *16* (4d6) poison damage. > > ***Apitoxin (Recharge 3-4).*** The Queen Hawk releases a glob of sticky substance at a location she can see within 30ft. of her that explodes in a 20ft. radius sphere on contact. Creatures in the affected area must make a DC 15 Dexterity saving throw or take *17* (5d6) acid damage on a failure, and half as much on a success. All surfaces in the area become difficult terrain for 1 minute and creatures who start their turn standing in the area takes *7* (2d6) poison damage. > > ***Stinger Cell (Recharge 5-6).*** The knight hawk releases a flow of barbs in a 10ft. wide, 20ft long line. Each creature in the affected area must make a DC 15 Dexterity saving throw or take *21* (6d6) piercing damage on a failure and half as much damage on a success. > > ### Bonus Actions > > **Assail.** The Queen Hawk uses her pheromones to order a Knight Hawk within 60ft. of her to use its Sharp Spindle attack. > > ### Reactions > > **Avail.** When targeted by an attack, the Queen Hawk uses her pheromones to order a Knight Hawk to move up to half its movement speed towards her. If it makes it to an adjacent space beside the Queen Hawk, it can takes the damage of the attack in her place. > >___ > > *Credit to Soren of Asgard* #### Queen Hawk The Queen Hawk is the most important member of a colony of Tarantula Hawks. She bears the eggs and ensures the ongoing survival of their group. She is able to release pheromones to deliver specific instructions to her subjects, allowing highly organized defenses and swift protection against any attacks against her by the hive as a whole. \pagebreakNum ### Wespe The wespe is a vilekin native to the New World, its believed they arrived in Eorzea when their eggs were stowed away on trade ships, and once arriving they thrived due to a lack of natural predators. #### Killer Wespe The killer wespe is a deadly variety of wespe that is a spiteful beast driven by hate. When pushed to its limits it will give up its life to sting their foe in a way that ends its own life to deal massive damage to its victim. ___ > ## Killer Wespe >*Small Beast, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 27 (6d6+6) > - **Speed** 10ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|12 (+1)|1 (-5)|10 (+0)|3 (-4)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** CR 2 (250 XP) > ___ > > ### Actions > ***Sharp Sting.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. > > ***Final Sting.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 27 (6d6+6) piercing damage. May only be used when the Killer Wespe has lost more than half its hit points. The Killer Wespe's hit points are reduced to 0 and dies after using Final Sting. > > ___ > > *Credit to Soren of Asgard* \pagebreakNum ___ ___ > ## Worm >*Huge Beast, Unaligned* > ___ > - **Armor Class** 12 (Natural Armor) > - **Hit Points** 136 (13d12+52) > - **Speed** 20ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|18 (+4)|1 (-5)|8 (-1)|4 (-3)| >___ > - **Skills** Stealth +2 > - **Senses** Blindsight 30 Ft., Tremorsense 60 Ft., passive Perception 9 > - **Languages** - > - **Challenge** CR 4 (1,100 XP) > ___ > > **Tunneler.** The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. > > ### Actions > ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) piercing damage plus 17 (5d6) acid damage and the target is grappled (escape DC 13) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the worm can't use its Bite attack on another target. > > ***Swallow.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature grappled by the worm. Hit: 9 (1d0 + 3) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 17 (5d6) acid damage at the start of each of the worm's turns. > >The worm can have only one creature swallowed at a time. While the worm isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the worm dies, it likewise regurgitates a swallowed creature. > > ***Sand Breath (1/Day).*** The worm unleashes a makeshift sandstorm from its mouth pushing sand out of its body with force in a 15ft. cone. Each creature in the affected area must make a DC 13 Constitution saving throw, taking 27 (6d8) bludgeoning damage and becoming blinded on a failure, or half as much and not becoming blinded on a successful one. A blinded creature repeats the saving throw at the end of each of its turns, ending their blindness on a success. > > The worm may use sand breath once per day. Use of sand breath is recovered after it uses bottomless desert. > > ***Earth Break (Recharge 5-6).*** If the worm uses at least 10ft. of movement to emerge from the ground, it can do so with extra power causing damage on its arrival. Each creature within 10ft. of the worm must make a DC 13 strength saving throw, taking 28 (4d12) bludgeoning damage and be pushed back 10ft. on a failure, and half and much damage and not pushed back on a successful one. If the creature would be in the same space as the worm, it is harmlessly moved to an adjacent space. > > ### Bonus Action > > ***Bottomless Desert (Recharge 5-6).*** While underground at the start of its turn, the worm can rapidly draw sand into its body in a 15 ft. radius circle around its location. Each creature in the affected area must make a DC 13 Strength saving throw or be pulled 10ft. close to the worm on a failure, and not be moved on a successful one. > ___ > > *Credit to Soren of Asgard* ### Worm Worms are large vilekin who move about by rhymically vibrating their long bodies hundreds of times in the blink of an eye. With a voracious appetite, when a worm makes its home too close to a settlement it should be dealt with immediately before tragedy inevitably strikes. #### Worm Worms will burrow under the sand or loose soil and await their opportunity to strike. By inhaling large amounts of sand they try to swallow their prey whole. \pagebreakNum # Voidsent Voidsent are other worldly beings who make their way to our world through a variety of methods. Their world the 13th reflection is a world of darkness where none truly die and the only path to death is to be devoured, sometimes that isn't the end. A world with nearly no aether, one's life force is treated as currency. This currency is especially tantalizing when offered by outsiders to the void, mages can form contracts with voidsent, supplying them with aether in return for power. Some voidsent may find their way through via rifts between worlds or through the bodies of the dead. \columnbreak ##### Voidsent Creatures | Creature Name | |:------------------:| | **Ahriman** | | Ahriman | | **Bomb** | | Bomb | | Progenitrix | | **Demon** | | Demon | | **Flan** | | Unaspected Flan | | Unstable Flan | | Unstable Greater Flan | | **Gremlin** | | Gremlin | | **Succubus** | | Succubus | | Lady Amandine | | Carmilla | \pagebreakNum ### Ahriman Ahrimen are voidsent that manifest through their essence being imparted intot he eyes of animals. Natural magicians, an ahriman flies through the air by ripping at the aether itself with their claws. #### Ahriman Ahrimen are said to possess great arcance ability with access to a variety of spells. Some are capable of casting death and petrification spells, despite this their classification as whole is a part of the middling ranks of the voidsent hierarchy. \columnbreak ___ > ## Ahriman >*Medium Fiend (Voidsent), Neutral Evil* > ___ > - **Armor Class** 14 > - **Hit Points** 117 (18d8+36) > - **Speed** 10ft., 40ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|14 (+2)|10 (+0)|14 (+2)|18 (+4)| >___ > - **Saving Throws** Charisma +6 > - **Condition Immunities** poisoned > - **Senses** Darkvision 120ft, Passive Perception 12 > - **Languages** Abyssal > - **Challenge** 4 (1,100 XP) > ___ > > **Devil's Sight.** Magical darkness doesn't impede the imp's darkvision. > > **Innate Spellcasting.** The ahriman’s innate spellcasting ability is Charisma (spell attack bonus + 6, spell save DC 14). The ahriman can innately cast the following spells, requiring no material components: > > 1st Level (4 Slots): Magic Missile, Witchbolt > > 2nd Level (3 Slots): Darkness, Hold Person > > ### Actions > ***Multiattack.*** The ahriman makes 2 void stone attacks. > > ***Void Claw.*** *Melee Magic Attack:* +6 to hit, 5ft., one target. *Hit:* 9 (1d10+4) slashing damage. > > ***Void Stone.*** *Ranged Magic Attack:* +6 to hit, 40ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. > > ***Dread Gaze (Recharge 5-6).*** The ahriman unleashes a wave of necrotic energy in a 15ft. cone from its eye. Each creature in the affected area must make a DC 14 Charisma saving throw, taking 14 (4d6) necrotic damage and becoming paralyzed for 1 minute on a failure, or half as much and is not paralyzed. A paralyzed creatures repeats the saving throw at the end of each of their turns. On a success they are no longer paralyzed. > > ### Bonus Actions > ***Cheapshot.*** The ahriman makes a Void Claw attack against a paralyzed creature. > > ___ > *Credited to Soren of Asgard* \pagebreakNum ___ ___ > ## Bomb >*Tiny Fiend (Voidsent), Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 63 (14d4+28) Hitpoints > - **Speed** 0ft., fly 20ft. (Hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|14 (+2)|3 (-4)|10 (+0)|16 (+3)| >___ > - **Damage Vulnerabilities** Cold > - **Damage Immunities** Fire, poison > - **Condition Immunities** Poisoned > - **Senses** Darkvision 60ft., passive Perception 10 > - **Languages** - > - **Challenge** 4 (1,100 XP) > > ***Death Burst.*** When the bomb is reduced to 0 hit points, it explodes in a burst of fire. Each creature within 15 ft. of it must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. > > ***Devil’s Sight.*** Magical darkness doesn’t impede the imp’s darkvision. > > ***Illumination.*** The bomb sheds bright light in a 15-foot radius and dim light for an additional 15 feet. This light goes out when the bomb dies. > ___ > > ### Actions > ***Bomb-butt.*** *Melee Weapon Attack:* +1 to hit, 5ft., one target. *Hit:* 2 (1d4) bludgeoning damage plus 10 (3d6) fire damage. > > ***Blaze.*** *Ranged Weapon Attack:* +5 to hit, 30ft., one target. *Hit:* 13 (3d8) fire damage. > > ***Detonator (Recharge 6).*** The bomb wafts fire in a 10 ft, radius sphere centered on itself. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failured save, or half as much damage on a successful one. > > For each size category above tiny the bomb is, the size of this radius increases by an additional 5 feet, and the fire damage increases by 3 (1d6). The bomb's size then becomes tiny, and loses its remaining temporary hit points. > > ***Self-Destruct.*** The bomb reduces itself to 0 hit points, triggering its Death Burst trait. > > ### Reactions > ***Swell.*** When the bomb takes damage, its size increases by one category, up to a maximum of large. If there isn't enough room for the bomb to increase in size, it attains the maximum size possible in the space available. For each category above tiny, the bomb's AC is reduced by 1, it gains temporary hit points equal to twice its Constitution modifier. > >___ > >*Credited to Cruztown* ### Bomb Bombs are voidsent who border on the life of an elemental. They are highly volatile and tempermental, spreading flames indiscriminately at the first sign of a threat. Their bodies begin no larger than the size of a hyur's head, but can balloon to massive sizes, and with their bloated sizes come larger explosions. #### Bomb Bomb's prefer to make their homes in arid climates and seek out heat and feed upon fire aether. There are tales that a bomb on their quest for growth and power ended up blowing away a town in one big blast. \pagebreakNum ___ ___ >## Progenitrix >*Large Elemental, Chaotic Evil* >___ >**Armor Class** 15 (natural armor) >**Hit Points** 114 (12d10 + 48) >**Speed** 0 ft., fly 30 ft. (hover) >___ >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|12 (+1)|14 (+2)|18 (+4)|8 (-1)|12 (+1)|20 (+5)| >___ >**Damage Vulnerabilites** Cold, Necrotic >**Damage Immunities** Fire, Poison >**Condition Immunities** Exhaustion, Poisoned >**Senses** darkvision 60 ft., passive Perception 12 >**Languages** - >**Challenge** 8 (3,900 XP) >___ >***Death Burst.*** When the progenitrix is reduced to 0 hit points, it explodes in a burst of fire. Each creature within 30 feet of it must make a DC 16 Dexterity saving throw taking 33 (6d10) fire damage, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. > >***False Appearance.*** While the progenitrix has more than half of its total hit points, it is indistinguishable from a standard bomb. Its size remains large. > >***Illumination.*** The progenitrix sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the progenitrix dies. >### Actions >***Body Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 12 (2d10 + 1) bludgeoning damage plus 16 (3d10) fire damage. > >***Blaze.*** *Ranged Spell Attack:* +8 to hit, range 30 ft., one target. *Hit:* 22 (4d10) fire damage > >***Scalding Scolding (Recharge 5 - 6).*** The progenitrix uses Body Slam. If the attack hits, it deals an additional 11 (2d10) fire damage, and each creature within 10 feet of the target must succeed on a DC 16 Dexterity saving throw or take 11 (2d10) fire damage. > >***Big Burst.*** The progenitrix reduces itself to 0 hit points, triggering its Death Burst trait. When it does so, it creates 1d4 bombs, each with half of the progenitrix's remaining hit point total. #### Progenitrix Progenitrix are created through the experimental methods of kobold alchemists. Creating a bomb of a massive size and great combat prowess requires a cobalt furnace and acceptance that the creation may turn on them at a moment's notice. \pagebreakNum ___ ___ > ## Deathgaze Hollow >*Huge fiend, Neutral Evil* > ___ > - **Armor Class** 18 > - **Hit Points** 172 (15d12+75) > - **Speed** 20 ft. walk, 50 ft. flyhover >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|18 (+4)|21 (+5)|20 (+5)|14 (+2)|8 (-1)| >___ > - **Saving Throws** DEX +8, CON +9, INT +9 > - **Skills** Perception +6, Arcana +9 > - **Damage Resistances** necrotic, non-magical bludgeoning, piercing, and slashing, force > - **Condition Immunities** charmed, frightened, grappled, prone, sleep, blinded > - **Senses** Passive Perception 16, Devilsight 120 ft. > - **Languages** Abyssal > - **Challenge** 11 (7,200 XP) >___ > ***Aversion of Radiant.*** If the Deathgaze takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. > > ***Flyby.*** The Deathgaze doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Legendary Resistance.*** If The Deathgaze Hollow fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** The Deathgaze has advantage on saving throws against spells and other magical effects. > > ***Innate Spellcasting.*** Deathgaze Hollow's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components: > > At Will *Aero II* > 3/Day *Aero III* > 2/Day *Aero IV* > > ### Actions > ***Multiattack.*** Deathgaze Hollow makes two Claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 12 (2d8+3) slashing damage plus 7 (2d6) necrotic damage. > > ***Death Glare (Recharge 5-6).*** The Deathgaze targets one creature it can see within 60 feet of it. If the target can see the Deathgaze, it must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to Death Glare for the next 24 hours. > > ***Void Death.*** The Deathgaze targets one frightened creature it can see within 60 feet. If the target can see the creature, it must succeed on a DC 18 Wisdom saving throw against this magic or drop to 0 hit points. > > ***Void Death IV (1/Day).*** The Deathgaze can target one creature it can see within 60 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 18 Constitution saving throw against this magic or die. If the target dies, the Deathgaze regains (10d6) hit points. > > ***Doom.*** The Deathgaze targets one creature it can see within 60 feet of it. The Target must succeed on a DC 18 Wisdom saving throw against this magic or become Doomed. While Doomed, the creature takes (2d6) necrotic damage at the start of each of its turns. The only way to end the Doom is to outright kill or knock out the caster of the spell, be on a different plane of existence to the caster, or use of one of the following spells: Remove Curse, Greater Restoration or Wish. > >___ >*Credited to Jotunn-Bane* ### Deathgaze Hollow The Deathgaze Hollow may appear to be some form of dangerous undead, silently screeching through the skies, but in actuality is a powerful voidsent. The most recently seen Deathgaze Hollow was found to have been summoned to defend a settlement in the sky from any foolish enough to approach. #### Deathgaze Hollow The Deathgaze Hollow uses its deadly claws and powerful magics to defeat large swathes of people quickly. Its mastery of wind of dark magic combined with its ability to fly freely through the air makes it an especially deadly foe. \pagebreakNum ### Demon Demons are voidsent who often make their way into the material world by infusing their essence into the bodies of the dead. Loyal to their summoner and disciplined they act as great servants to their masters. \columnbreak #### Demon The basic demon fills out the lower ranks of the voidal hierarchy. Of the twelve rungs the demon finds a commendable place at the 9th rung. Not pitiable by any means, these demons make up a good deal of foot soldier forces for armies of the void. ___ > ## Demon >*Medium fiend (Voidsent), chaotic evil* > ___ > - **Armor Class** 14 (Natural armor) > - **Hit Points** 58 (9d8+18) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|14 (+2)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Saving Throws** > - **Damage Resistances** necrotic > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., Passive Perception 10 > - **Languages** > - **Challenge** 3 (700 XP) >___ > ***Devil's Sight.*** Magical darkness doesen't impede the demon's darkvision. > > ***Soldier of the Void.*** Once per turn, the demon can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if the demon is within 30 ft. of an allied Voidsent of a higher Challenge Rating than it. > ### Actions > ***Multiattack.*** Demon makes two Scythe attacks. > > ***Scythe.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10+3) slashing damage. > > ### Bonus Actions > > ***Enthunder (1/Short Rest).*** The demon's Scythe attacks deal an extra 3 (1d6) Lightning damage until the end of its next turn. > >___ > >*Credited to Yamil* \pagebreakNum ### Flan Flan are the result of residual matter that forms in the void. These amalgamations of waste matter cobble together the needed components for speech to draw forth prey, but they are not capable of deeper strategy, noted as not being very intelligent. They are at the low end of the hierarchy of voidsent, finding themselves at the 11th rung of the ladder. #### Unaspected Flan Flan are highly reactive to elemental magicks and thanks to their gelantinous bodies when struck they can sometimes split into two distinct beings. They are capable of many unpredictable, but accidental strategies to hunt. ___ >## Unaspected Flan >*Large Ooze, Chaotic Evil* >___ >**Armor Class** 8 (Natural Armor) >**Hit Points** 45 (6d10+12) Hitpoints >**Speed** 10ft., 10ft. climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|6 (-2)|14 (+2)|2 (-4)|6 (-2)|1 (-5)| >___ >**Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks >**Damage Immunities** non-magical slashing >**Senses** blindsight 60ft., passive Perception 8 (blind beyond 60ft.) >**Languages** - >**Challenge** 2 (450 XP) >___ >**Amorphous.** The flan can move through a space as narrow as one inch wide without squeezing. > >**Spider Climb.** The flan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > >### Actions >***Body Slam.*** *Melee Weapon Attack:* +3 to hit, 5ft., one target. *Hit:* 5 (1d6+1) slashing damage. >### Reactions >**Split.** When a flan that is medium or larger is subject to slashing damage, it splits into two new flans if it has at least 10 hit points. Each new flan ahs hit points equal to half the original Flan's rounded down. New flans are one size smaller than the original. >___ >*Credited to Jotunn-Bane* \pagebreakNum #### Unstable Flan Some flans have an unstable make up which causes them to undergo physical changes when exposed to elemental magicks, adapting their bodies to match their foes's spells and reuse their power against them. ___ > ## Unstable Flan >*Medium Ooze, Chaotic Evil* > ___ > - **Armor Class** 8 (Natural Armor) > - **Hit Points** 85 (10d8+40) Hitpoints > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|7 (-2)|18 (+4)|5 (-3)|10 (0)|16 (+3)| >___ > - **Saving Throws** Con +7 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Senses** passive Perception 10 > - **Languages** Abyssal > - **Challenge** 2 (450 XP) > ___ >**Spellcasting.** The Flan is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Flan has the following wizard spells prepared: > >1st level (4 slots): Absorb Elements > >**Unsteady Composition.** When the Flan uses the Absorb Elements spell, it maintains its resistance to the type it absorbed. Its body changes colour to represent this. Furthermore it gains a cantrip associated with the element which is casts using its spellcasting feature. > > ### Actions >***Multiattack.*** The Flan makes two Pseudopod attacks. > > ***Pseudopod.*** *Melee Weapon Attack:* +3 to hit, 5ft., one target. *Hit:* 5 (1d6+1) slashing damage. > >___ > >*Credited to Soren of Asgard*
##### Flans Undisturbed When placing a Flan in a dungeon, the DM selects the starting element of the Flan. This should reflect the environment it comes from.
\columnbreak ##### Unsteady Composition Cantrips | Element | Cantrip |3rd Level Spell|Body Colour| |:---:|:-----------:|:-:|:-:| | Acid | Acid Splash |Vampiric Touch|White| | Cold | Freezing Ray |Sleet Storm|Blue| | Fire | Fire Bolt |Fire Ball|Red| | Lightning | Lightning Lure |Lightning Bolt|Yellow| | Thunder | Thunderclap |Wind Wall|Green| \pagebreakNum #### Unstable Greater Flan A successful flan who continues to hunt and accrue more and more matter grows to greater sizes. Such flans become capable of even stronger elemental magicks and can even adapt on the fly. ___ > ## Unstable Greater Flan >*Large Ooze, Chaotic Evil* > ___ > - **Armor Class** 10 (Natural Armor) > - **Hit Points** 180 (19d8+80) Hitpoints > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (0)|18 (+4)|5 (-3)|10 (0)|16 (+3)| >___ > - **Saving Throws** Con +10 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Senses** passive Perception 10 > - **Languages** Abyssal > - **Challenge** 8 (450 XP) > ___ >**Spellcasting.** The Flan is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Flan has the following wizard spells prepared: > >1st level (4 slots): Absorb Elements > >3rd level (3 slots): Changes with Unsteady Composition. > >**Unsteady Composition.** When the Flan uses the Absorb Elements spell, it maintains its resistance to the type it absorbed. Its body changes colour to represent this. Furthermore it gains a cantrip and its known 3rd level spell changes to the spells associated with the element which is casts using its spellcasting feature. > > ### Actions >***Multiattack.*** The Flan makes three Pseudopod attacks. > > ***Pseudopod.*** *Melee Weapon Attack:* +8 to hit, 5ft., one target. *Hit:* 8 (1d8+3) slashing damage. > >___ > >*Credited to Soren of Asgard* \pagebreakNum ### Gaelicat A highly intelligent and cleverly mischievous, Gaelicat cats are creatures with the body of a cat and the wings of a bat. Scholars argue amongst themsevles whether this creature is a beastkin or a voidsent, but regardless it remains a troublesome creature. #### Gaelicat A standard gaelicat is able to use its magicked purrs to draw the attention of humanoid creatures and drop their guard. Either allowing them to pull of pranks, schemes or leave the creature open to a nasty slash. ___ > ## Gaelicat >*Small fiend (voidsent), chaotic neutral* > ___ > - **Armor Class** 14 (Natural) > - **Hit Points** 40 (9d6+9) > - **Speed** 20 ft. walk, 40 ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|19 (+4)|12 (+1)|12 (+1)|16 (+3)|10 (+0)| >___ > - **Saving Throws** > - **Skills** Perception +5, Stealth +6 > - **Senses** darkvision 60 ft., Passive Perception 15 > - **Languages** > - **Challenge** 1 (200 XP) >___ > ***Keen Sight and Smell.*** The Gaelicat has advantage on Wisdom (Perception) checks that rely on sight or smell. > > ***Nimble Escape.*** The Gaelicate can take the Disengage or Hide action as a bonus action on each of its turns. > ### Actions > ***Scratch.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) slashing damage. > > ***Fascinating Lure.*** The Gaelicat purrs loudly, targeting a humanoid it can see within 30 ft. that can hear the Gaelicate. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the Gaelicat, the target must move towards it at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the Gaelicat's Fascinating Lure for the next 24 hours. The Gaelicat has advantage on attack rolls against any creature petting or holding it. >___ >*Credited to Jotunn-Bane* \pagebreakNum ### Gremlin Gremlins are a member of the lowest levels of the voidal hierarchy, weak and dependent on scavenging scraps of aether from the dead, Gremlins use cursed words laced with magicks to harm their foes both physically and emotionally. #### Gremlin Gremlins are drawn to places with large aether reserves but that the strength to hunt alone. They wait for opportunities to consume bits of aether either from the large wells of aether leaking out or from the bodies of the dead. ___ > ## Gremlin >*Small fiend (Voidsent), chaotic evil* > ___ > - **Armor Class** 15 (Natural armor) > - **Hit Points** 27 (6d6+6) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|12 (+1)|14 (+2)|14 (+2)|16 (+3)| >___ > - **Saving Throws** DEX +5, CHA +5 > - **Skills** Stealth +5, Intimidation +5, Performance +5 > - **Damage Resistances** necrotic > - **Senses** darkvision 60 ft., Passive Perception 12 > - **Languages** Common, plus two more that it learned to mimic > - **Challenge** 1 (200 XP) >___ > ***Devil's sight.*** Magical darkness does not impede the Gremlin's darkvision > ***Innate Spellcasting.*** Gremlin's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: > > At Will *Vicious Mockery* > 1/Long or Short Rest *Bane* > > ### Actions > ***Scratch.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) slashing damage. > ### Reactions > ***Salt in the wound.*** When a creature the Gremlin can see within 60ft. of it fails an attack, it can cast Vicious Mockery on that creature > >___ > >*Credited to Yamil* \pagebreakNum ### Succubus *Section by Brulen* ___ The succubus is a voidsent which has forced its dark soul into the body of a humanoid woman. They are reported to posses a trancendant grace and an otherworldly beauty which allows the to easily lure unwitting adventurers to their dooms. > ### Echoes of the Dead > The voidsent gains more than just their physical form from their host. They also gain some of the memories of their host body and possibly their personality traits and habits.\ >A DM can roll on this table to determine what quirk a Succubus possesses: > >| 1d8 | Personality traits | >| -- | -- | >| 1 | It is obsessed with fixing, preening, brushing, or otherwise touching its hair. | >| 2 | It craves the favourite food of its host, seeking it out and devouring it despite not needing food to sustain itself. | >| 3 | It bites its nails whenever its mind wanders. | >| 4 | It has an irrational fear of spiders and avoids them when it can. | >| 5 | It is overly apologetic, saying sorry even while killing its victims. | >| 6 | It has a love of clothes and enjoys dressing its corpse body in many different outfits. | >| 7 | It loves stories of famous adventurers, constantly comparing itself to well known heroes of Eorzea. >| 8 | It inherited the nervousness of its host, often tapping its feet or fingers on nearby surfaces. \columnbreak ___ > ## Succubus >*Medium Fiend (voidsent), Chaotic Evil* > ___ > - **Armor Class** 16 (natural armour) > - **Hit Points** 32 (6d8+10) > - **Speed** 30ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|12 (+1)|14 (+2)|7 (-2)|8 (-1)|16 (+3)| >___ > - **Saving Throws** Wisdom +1, Charisma +5 > - **Skills** Deception +5, Persuasion +5 > - **Damage Resistances** cold > - **Condition Immunities** charmed > - **Senses** darkvision 60ft., passive perception 9 > - **Languages** Abyssal, Common, Infernal > - **Challenge** 2 (450) > ___ > ***Ethereal Sight.*** The Succubus can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. > ___ > > ### Actions > > ***Void Fira.*** *Ranged Magic Attack:* +5, Reach 30ft., one target *Hit:* 10 (2d6+3) fire damage. > > ___ > ### Bonus Actions > > ***Cold Caress.*** *Melee Weapon Attack:* +3, Reach 5ft., one target *Hit:* 5 (1d8+1) cold damage.\ > Creatures hit with this attack must succeed a DC 13 constitution saving throw or be poisoned until the end of the Succubus' next turn. \pagebreakNum ___ > ## Lady Amandine >*Medium Fiend (voidsent), Chaotic Evil* > ___ > - **Armor Class** 16 (natural armour) > - **Hit Points** 52 (8d8+16) > - **Speed** 30ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|14 (+2)|15 (+2)|10 (0)|18 (+4)| >___ > - **Saving Throws** Wisdom +4, Charisma +6 > - **Skills** Arcana +4, Deception +6, Persuasion +6 > - **Damage Resistances** cold, fire, poison; bludgeoning, piercing and slashing from nonmagical attacks > - **Condition Immunities** charmed > - **Senses** darkvision 60ft., passive perception 12 > - **Languages** Abyssal, Common, Infernal > - **Challenge** 4 (1,100) > ___ > ***Ethereal Sight.*** Lady Amandine can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. > ___ > > ### Actions > > ***Multiattack.*** Lady Amandine makes one Void Fira attack and one Void Thunder attack. > > ***Void Fira.*** *Ranged Magic Attack:* +6, Reach 30ft., one target *Hit:* 11 (2d6+4) fire damage. > > ***Void Thunder.*** *Ranged Magic Attack:* +6, Reach 30ft., one target *Hit:* 7 (1d6+4) lightning damage.\ > Creatures hit with this attack take an additional 7 (1d6+4) lightning damage at the end of their next turn. > ___ > ### Bonus Actions > > ***Cold Caress.*** *Melee Weapon Attack:* +5, Reach 5ft., one target *Hit:* 7 (1d8+3) cold damage.\ > Creatures hit with this attack must succeed a DC 14 constitution saving throw or be poisoned until the end of the Lady Amandine's next turn. > > ***Dark Caress.*** *Melee Weapon Attack:* +5, Reach 5ft., one target *Hit:* 7 (1d8+3) necrotic damage.\ > Creatures hit with this attack must succeed a DC 14 constitution saving throw or be frightened until the end of the Lady Amandine's next turn. \columnbreak #### Lady Amandine Lady Amandine was once a noble woman, and the owner of Haukke Manor. A thaumaturge of much renown; when her myriad of creams and tinctures failed to hide the signs of age she turned to darker means. Using her arcane knowledge she made a deal with the voidsent Halicarnassus and became a succubus. #### Carmilla Carmilla is a unusually powerful succubus, possessing a mysterious sword which glows a resplendent red. Despite all her power and charms, she was captured by the Celestium to fight in the arena in Ul'dah. \pagebreakNum ___ ___ > ## Carmilla >*Medium Fiend (voidsent), Chaotic Evil* > ___ > - **Armor Class** 18 (natural armour) > - **Hit Points** 75 (10d8+30) > - **Speed** 30ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4)|16 (+3)|15 (+2)|10 (0)|20 (+5)| >___ > - **Saving Throws** Wisdom +5, Charisma +8 > - **Skills** Arcana +5, Deception +8, Persuasion +8 > - **Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing and slashing from nonmagical attacks > - **Condition Immunities** charmed > - **Senses** darkvision 60ft., passive perception 13 > - **Languages** Abyssal, Common, Infernal > - **Challenge** 6 (2,300) > ___ > > ***Legendary Resistance (1/day).*** If Carmilla fails a saving throw, she can choose to succeed instead. > > ***Ethereal Sight.*** Carmilla can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. > ___ > > ### Actions > > ***Multiattack.*** Carmilla makes one Void Thunder attack and either a Void Fira or a Crimson Blade attack. > > ***Crimson Blade.*** *Melee Weapon Attack:* +7, Reach 5ft., one target *Hit:* 15 (2d10+4) cold damage. > > ***Void Fira.*** *Ranged Magic Attack:* +8, Reach 60ft., one target *Hit:* 12 (2d6+5) fire damage. > > ***Void Thunder.*** *Ranged Magic Attack:* +6, Reach 30ft., one target *Hit:* 8 (1d6+5) lightning damage.\ > Creatures hit with this attack take an additional 8 (1d6+5) lightning damage at the end of their next turn. > ___ > \columnbreak > ### Bonus Actions > > ***Cold Caress.*** *Melee Weapon Attack:* +7, Reach 5ft., one target *Hit:* 8 (1d8+4) cold damage.\ > Creatures hit with this attack must succeed a DC 15 constitution saving throw or be poisoned until the end of the Carmilla's next turn. > > ***Dark Caress.*** *Melee Weapon Attack:* +7, Reach 5ft., one target *Hit:* 8 (1d8+5) necrotic damage.\ > Creatures hit with this attack must succeed a DC 15 constitution saving throw or be frightened until the end of the Carmilla's next turn. > > ___ > ### Legendary Actions > Carmilla 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. Carmilla regains spent legendary actions at the start of her turn. > > ***Cold Mist.*** Carmilla shounds the area in a cold mist that fills the mouth and chokes out sound. All creatures within 100ft. of Carmilla must make a DC 15 Wisdom saving throw or be silenced until the begging on Carmilla's next turn. A silenced creature cannot cast spells with a verbal component and can only communicate through gestures. > > ***Move.*** Carmilla moves up to its speed without provoking opportunity attacks > > ***Teleport (Costs 2 Actions).*** Carmilla magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \pagebreakNum # Wavekin The defining characteristic of members of the wavekin family is their ability to breath under water. Whether it is for a short amount of time like a toad or eft, or spending its entire life beneath the sea, the wavekin are the masters of the sea. They are often extremely timid creatures, but not all creatures of the seas turn away from battle, willing to defend their territory or hunt others both those on land and sea. \columnbreak ##### Wavekin Creatures | Creature Name | |:------------------:| | **Eft** | | Eft | | Mudpuppy | | **Gigantoad** | | Gigantoad | | **Jellyfish** | | Anemone | | Aurelia | | **Pugil** | | Pugil | \pagebreakNum ### Eft Efts can be found throughout La Noscea and Eorzea in dank, underground caverns and along the shores and banks of shallow rivers. They have large organs in the back of their throat that generates electricity to help subdue prey they bite while on the hunt. #### Eft Efts are generally passive and peaceful, but once hunger hits they will go after pretty well anything that would fit in their gaping mouth. There are reports they've been able to swallow even lalafells whole. ___ > ## Eft >*Medium Beast, Unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 52 (7d8+21) Hitpoints > - **Speed** 20ft., swim 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|16 (+3)|3 (-4)|12 (+1)|8 (-1)| >___ > - **Skills** Stealth +2 > - **Senses** passive Perception 11 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 5 (1d6+2) slashing damage + 3 (1d6) lightning damage. > > **Stagnant Spray (Recharge 5-6).** The eft releases pressurized water in a 15ft. cone from its maw. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5 (2d4) cold damage on a failure, or half as much damage on a successful one. > > ### Bonus Actions > **Peculiar Light (Recharge 5-6).** As a bonus action, the Eft releases a jolt of electricity in a 10ft. radius sphere around itself softening creatures in the affected area's defenses. The Eft has advantage on attack rolls around affected creatures until the end of its turn. >___ > >*Credited to Soren of Asgard* \columnbreak #### Mudpuppy A Mudpuppy is a far larger and more aggressive member of the Eft family. This wavekin uses globs of sticky mud and a far stronger maw to weaken its prey. It has many eyestalks improving its ability to spot potential meals and avoid ambush. Their skin has taken a darker hue with brighter colored spots. ___ > ## Mudpuppy >*Large Beast, Unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 119 (14d10+42) Hitpoints > - **Speed** 30ft., swim 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|18 (+4)|3 (-4)|14 (+2)|8 (-1)| >___ > - **Skills** Stealth +2 > - **Senses** passive Perception 12 > - **Languages** -- > - **Challenge** 4 (1,100 XP) > ___ > > **Keen Sight.** The mudpuppy has advantage on perception checks based on sight. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, 5ft., one target. *Hit:* 14 (2d10+3) piercing damage + 14 (4d6) lightning damage. > > **Bog Bomb (One per short rest).** The mudpuppy launches a large glob of sticky mud at a location it can see within 30ft. of it which explodes on contact in a 20ft. radius sphere. All creatures in the area must make a DC 14 Dexterity saving throw, taking 14 (4d6) bludgeoning damage and having their movement reduced by 10ft. on a failure, or half as much damage and no other effect on a successful one. Terrain in the affected area becomes difficult terrain for 1 minute. > > **Stagnant Spray (Recharge 5-6).** The mudpuppy releases pressurized water in a 15ft. cone from its maw. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (4d4) cold damage on a failure, or half as much damage on a successful one. > > ### Bonus Actions > **Peculiar Light (Recharge 5-6).** As a bonus action, the Eft releases a jolt of electricity in a 10ft. radius sphere around itself softening creatures in the affected area's defenses. The Eft has advantage on attack rolls around affected creatures until the end of its turn. >___ > >*Credited to Soren of Asgard* \pagebreakNum ### Elbst Elbst are quadropedal amphibious creatures capable of breathing both underwater and on land. With razor sharp fangs, well honed claws and an aggressive nature they are fierce hunters. They also sport an organ in which they store aetherically laced water they can unleash in a harsh stream to repel attackers. #### Elbst Elbst are the first choice of beast of burden for the Sahagin, capable of doing all the sea living folk need. For Elbst they use for land missions they'll cut the webbing between their clawed toes to improve their mobility. ___ > ## Elbst >*Medium beast, Unaligned* > ___ > - **Armor Class** 15 (Natural) > - **Hit Points** 82 (11d8+33) > - **Speed** 30 ft. walk, 50 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|16 (+3)|7 (-2)|12 (+1)|10 (+0)| >___ > - **Skills** Athletics +2, Perception +1, Stealth +4 > - **Senses** darkvision 60 ft., Passive Perception 11 > - **Languages** > - **Challenge** 3 (700 XP) >___ > ***Aggressive.*** As a bonus action, the Elbst can move up to its speed toward a hostile creature that it can see. > > ***Amphibious.*** The Elbst can breathe air and water. > > ***Underwater Camouflage.*** The Elbst has advantage on Dexterity (Stealth) checks made while underwater. > ### Actions > ***Multiattack.*** Elbst makes one Bite attack, and one Claw attack. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) slashing damage. > > ***Flash Flood (Recharge 5-6).*** The Elbst exhales water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. On a failed save, a target creature is pushed back by 10 ft. > > ___ > *Credited to Jotunn-Bane* \pagebreakNum ### Gigantoad Gigantoads are large wavekin with bloated grand bodie and four stumpy limbs. They are normally found to to be covered in thick, slippery secretions making weapons slip off their skin and wield their heavy bodies to crush their foes. #### Gigantoad Gigantoads mainly prefer to feed on large vilekin, using their long sticky tongues to drag the creature towards them and then swallow them whole or crush them with their heavy bodies. ___ > ## Gigantoad > *Large beast, unaligned* > ___ > - **Armor Class** 12 (Natural) > - **Hit Points** 76 (9d10+27) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|16 (+3)|2 (-4)|13 (+1)|7 (-2)| >___ > - **Saving Throws** > - **Skills** Athletics +7 > - **Senses** Passive Perception 11 > - **Languages** > - **Challenge** 2 (450 XP) >___ > ***Standing Leap.*** The Gigantoad's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running jump. > ### Actions > ***Multiattack.*** Gigantoad makes two Bite attacks. Alternatively, the Gigantoad can use its Tongue action followed by its Deadly Leap action if available. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d6+5) bludgeoning damage. > > ***Tongue.*** *Melee Weapon Attack:* +7 to hit, reach 20 ft., one target. *Hit:* 7 (1d4+5) bludgeoning damage. The target must make a dc 13 strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 ft. of the Gigantoad. > > ***Labored Leap (Recharge 6).*** The Gigantoad makes a standing high jump, each creature within 10 ft. of it must succeed on a DC 13 Strength or Dexterity saving throw (target's choice) or be knocked prone and take (4d6) bludgeoning damage. On a successful save, the creature takes only half the damage, and isn't knocked prone, and is pushed 5 ft. away from the Gigantoad into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone where it was. >___ >*Credited to Jotunn-Bane* \pagebreakNum ### Jellyfish The land dwelling jellyfish lack natural predators which has lead to an explosion in their population. They are passive unless provoked, in which cases they will employ defensive measures to keep on living. Unfortunately without natural predators, man have to fill the role to ensure they do not over run places they appear. #### Anemone Anemone are advanced jellyfish with organs which can generate electrical shocks through their tentacles. This offers a powerful deterrent for anything foolish enough to get close. ___ > ## Anemone >*small beast, unaligned* > ___ > - **Armor Class** 12 (Natural Armor) > - **Hit Points** 45 (7d7+21) > - **Speed** 20ft. fly (hover), 20 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|16 (+3)|2 (-4)|10 (+0)|2 (-4)| >___ > - **Saving Throws** Constitution +5 > - **Damage Resistances** slashing, piercing and bludgeoning damage > - **Senses** 60ft. darkvision, passive perception 10 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ > > ### Actions > ***Multiattack.*** The anemone makes two tentacle attacks. It can replace one of those attacks with Shock if available. > > ***Tentacle.*** *Melee Weapon Attack:* +4 to hit, 5ft., one target. *Hit:* 2 (1d4) lightning damage > > ***Shock.*** One creature the anemone can see within 5ft. of it must succeed on a DC 13 Constitution saving throw, taking 14 (4d6) lightning damage on a failure, and half as much on a successful one. > >___ >*Credited to Yamil* \columnbreak #### Aurelia The aurelia are a lower tier jellyfish who rather than use electricity rely on toxic barbs on their tendrils. Not ones seeking to hunt other, they'll poison their attackers to subdue them and seek to get away. ___ > ## Aurelia >*small beast, unaligned* > ___ > - **Armor Class** 11 (Natural Armor) > - **Hit Points** 16 (3d6+6) > - **Speed** 20ft. fly (hover), 20 ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|8 (-1)|14 (+2)|2 (-4)|10 (+0)|2 (-4)| >___ > - **Saving Throws** Constitution +4 > - **Damage Resistances** slashing, piercing damage > - **Senses** 60ft. darkvision, passive perception 10 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > > ### Actions > ***Tentacle.*** *Melee Weapon Attack:* +3 to hit, 5ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage plus 2 (1d4) poison damage > > ***Numbing Tendrils.*** One creature the aurelia can see within 5ft. of it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >___ >*Credited to Yamil* \pagebreakNum ### Pugil All pugils possess an ancillary bladder which they fill with wind-aspected gas, allowing them to *fly*. Their version fo flight though is hovering just a few inches off of the ground, which still allows them access to the land and a whole new variety of prey to seek. #### Pugil Fishermen are at constant war with Pugil, due to the fact that they will eat anything that moves, consuming all the fish of value. Pugils have a horrid texture and worse taste making them worthless on the market, making the experience all the more frustrating. ___ > ## Pugil >*Medium beast, unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 18 (4d8) > - **Speed** 30ft. (hover), 30ft. swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|10 (+0)|11 (+0)|11 (+0)|10 (+0)|8 (-1)| >___ > - **Saving Throws** saving_throws > - **Skills** Perception +4 > - **Senses** Passive perception 14 > - **Languages** - > - **Challenge** 1/4 (50 XP) > > ___ > > **Amphibious.** The pugil can breath air and water. > > **Slippery.** The pugil has advantage on ability checks and saving throws made to escape a grapple. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, 5ft., one target. *Hit:* 3 (1d4+1) piercing damage > > ***Aqua Ball.*** *Ranged Weapon Attack:* +3 to hit, 30/60ft., one target. *Hit:* 4 (1d6+1) cold damage > > ___ > Credited to Jotunn-Bane \pagebreakNum # Tribal Societies of Eitheirys Beyond the *enlightened* races of Eorzea, there are many different peoples who are just as intelligent and sophisticated, but due to their animalistic appearances, are labelled beastmen. Long have the beastmen struggled with the *enlightened* peoples, going as far as summoning their deities in order come out on top.
##### Tribal Societies of Eitherys | Race | Ability Score Bonus | Creature Size | Brief Description | |:---------:|:-----------------------------------------:|:---------:|:-------------------------------------------------------------------------------------------------------------------------:| | Amalj'aa | Strength +2, Constitution +1 | Medium | Large, lizard-like nomads from the wilds northern Thanalan. | | Ananta | Charisma +2, Intelligence +1 | Medium | Serpentine people of Gyr Albania, exclusively female and seekers of true freedom | | Bangaa | Strength +2, Dexterity +1 | Medium | Long-earred, long-snouted folks covered in tough scales. Known for their stonework and loyalty as soldiers | | Kobold | Wisdom +2, Strength +1 | Medium | Large, rodent-like people hailing from the mountains of Vylbrand. Renowned miners and gemworkers, | | Sahagin | Wisdom +2, Dexterity +1 | Medium | Humanoid fishfolk from the Deep Indigo who are able to swim effortlessly. | | Gnath | Strength +2, Dexterity +1 | Small | Insectoid folk with hard carapaces and sharp claws. Live in a hivemind, but some lose their connection and are exiled. | | Ixal | Dexterity +2, Constitution +1 | Medium | Birdlike folk from Xelphatol, their society turning to raiding due to lack of resources in their homeland. | | Kojin | Constitution +2, Charisma +1 | Medium | Turtlelike folk from the Ruby Sea who collect treasures and keep them in a vault to honour their gods. | | Lupin | Dexterity +2, Strength +1 | Medium | Wolf folk from the far east known for their physical abilities. | | Mamool Ja | Constitution +1, +2 Strength/Charisma/Wisdom | Medium | Lizard like folk with strong bodies and varied lineages whose bloodlines define their position in their tribes. | | Matanga | Constitution +1, +2 Intelligence/Strength | Medium | Elephant folk who have lived two very different lives in Othard and Radz-at-Han. Skilled warriors or alchemists respectively. | | Moogle | Wisdom +2, Dexterity +1 | Small | Small mischievious folk creatures that live peaceful reclusive lives. | | Namazu | Charisma +2, Wisdom +1 | Small | Small catfish like creatures who are highly amiable towards other races, but often are the butt of comedic moments. | | Nu Mou | Wisdom +2, Charisma +1 | Small | Dog-like fae from afar find peace in serving others. Trade in equal services with others and are skilled in alchemy. | | Qiqirn | Dexterity +2, Wisdom +1 | Small | Rat-like folk from Gyr Albania who have sharp eyes and noses for seeking treasure and trade. | | Seeq | Constitution +2, Strength +1 | Medium | Large pig like folks with incredible sense of smell. Live in small blood related communities and often live life seeking riches| | Sylph | Charisma +2, Wisdom +1 | Small | Small, doll-like people wreather in leaves and born from plant bulbs. Mischievious and fun loving, call the Twelveswood home. | | Vanu Vanu | Constitution +2, Strength +1 | Medium | Large, bird-like people who naturally manipulate wind aether. Call the islands in the skies of Coerhas home. |
\pagebreakNum ## Amalj'aa *I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!* -Hamujj Gah ### Imposing Lizards The amalj'aa are hulking lizard like humanoids who dwarf even roegadyns in size and power. Naturally muscular and blessed with a nigh limitless stamina, they're accustomed to living in harsh arid regions and can survive on minimal water. There is little difference in physical appearance between male and female Amalj'aa. ### Rolling Golden Fields Amalj'aa hail from the fields of Paglth'an in northern Thanalan. They travel these vast arid plains herding drakes and sheep and hunting the local wild life for survival. ### A Path Cleared By Flame The amalj'aa live in a hierarchy of seven distinct levels. When their young come of age they are given a second name which places them in one of these hierarchies, based on their individual talents. They live in several warbands presided over by a great war chief. When one of their young is born, the parents will offer one of their herd for a feast for the tribe and burn the bones. The bones are turned to ash and coat the skin of the newborn to represent the time Ifrit gifted his sacred flames to their people. ### One's Place in the Herd Amalj'aa names follow a syllable, syllable, double-consonant pattern. Whilst the first two syllables seem to be pretty arbitrary, the latter two consonants appear to always be double b's, d's, g's, j's, k's or v's. This first portion of the name is fully filled out when they come of age and depending on their individuals abilitiess and traits receive their tier in the hierarchy. From that point on they'll learn the responsibilities of their role in the tribe in a student-teacher dynamic with a more experienced member of their tier. **Amalj'aa Names.** Afajj Koh, Atabb Chah, Fibubb Gah, Hepugg Roh, Maladd Chah, Narujj Boh, Nayokk Roh, Nazagg Gah, Nezedd Gah, Pegujj Chah, Rodegg Chah, Tanadd Gah, Yadovv Gah. \columnbreak ##### Hierarchy Details | Role | Tier | Description | |:------------------|:-----:|:-----------------:| | Commanders | Zoh | The war chief tier. Leaders who stand at the head of the seven dominant Amalj'aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by bloodline. | | Commanders | Koh | The "sky" tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed. | | Commanders | Teh | The "earth" tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh. | | Soldiers | Chah | The "spring" tier. Priests responsible for performing divination rites before battle and other such rituals. | | Soldiers | Gah | Soldiers The "summer" tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other races. | | Soldiers | Rob | Gah Roh The "autumn" tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law. | | Soldiers | Bob | The "winter" tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering. | ### Amalj'aa Traits The Amalj'aa have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Strength score increases by 2 and your Constitution score increases by 1. **Age.** Amalj'aa live as long as most races, coming of age at 16 years old, and living to their mid 70s. **Alignment.** Often live in a strict hierarchical society and by a honorable code. Many amalj'aa have a lawful alignment. **Size.** Your size is Medium. **Speed.** Your base walking speed is 25 feet. **Natural Armor.** You have a natural armor bonus of +2. When unarmoured, your AC is equal to 12 + your dexterity modifier. **Natural Weapon.** You are proficient with your unarmed strikes, which deal 1d6 blunt damage on a hit. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. **Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. **Fire Resistance.** You have resistance to fire damage. **Cold Vulnerbility.** You are vulnerable to cold damage. \pagebreakNum ## Ananta *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Slithering Beauty The ananta are a race of serpentine women, whose upper bodies are very similar to hyurian women, but their lower bodies are that of a serpent, using the sinuous appendage to propel themselves along the ground. They regularly molt to renew the beautiful sheen of their scales. ### Gemstones of the Mountains The ananta call the mountains of gyr abania their home, formerly living in one large tribe presided over by a broodmother who could trace her bloodline back to the first ananta. When trouble befalls people in the mountains the Ananta have been known to rescue them. ### The Gleam of One's Soul The Ananta worship the Lady of Bliss, Lakshmi who seeks to have her followers pursue beauty and freedom above all else. As part of these pursuits the Ananta have highly developed gem crafting techniques and often adorn themselves in beautiful jewelry as displaying one's beauty on the outside reflects their inner souls. Their gemcrafting is especially stunning thanks to their latent ability to manipulate the ore directly, drawing and working the materials from stone direct to create nigh impossible pieces. Ananta lay eggs when rearing their young, and often leads to strong bonds between mother and daughter. Despite this the concept of family is loose at best and they normally view the world in shades of the self and then there is everyone else. ### Naming Conventions The Ananta often take names from their own native tongue, using words often associated with beauty. **Ananta Names.** Alpa, Anamika, Anuraga, Carma, Chandani, Dakshina, Dhanna, Eshana, Garima, Gitika \columnbreak ### Ananta Traits **Ability Score Increase.** Your Charisma score increases by 2 and your Intelligence score increases by 1. **Age.** The Ananta tend to follow a similar life cycle to the hyur, reaching adulthood at 18 and living on average into their mid 70s. **Alignment.** The Ananta tend to follow a number of traditions centered around their patron Lakshmi, and seek freedom through expression. They tend towards chaotic alignments. **Size.** Your size is Medium. **Speed.** Your base walking speed is 35 feet. **Blissful Resistance.** You gain advantage on Charisma saving throws. **Crafty Combatant.** You may take the disengage action as a bonus action. **Poison Immunity.** You are immune to poison damage and the poisoned condition. \pagebreakNum ## Bangaa *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Of Scales and Strength Bangaa feature long faces and longer ears, tough scale-like callouses covering their bodies and gangly but muscular limbs. Though lizard-like in appearance they're actually mammalian and making such a comparison to them directly is considered a grave insult. When being referenced casually, people refer to them as long-ears. They tend to be quite tall and muscular, excelling at physical tasks both professionally as stone masons and martially as warriors and guards. ### A Land Beneath a Blazing Sun The bangaans have long since integrated into the day to day life of Dalmascan society and make up about twenty percent of their population. Despite being a long lived race, the bangaa do not bear young very often keeping them balanced in proportion to the other races. Dalmasca is an arid region with many a danger lurking in the desert sands, doted with impressive stone buildings. One of the key contributions the Bangaa made to Dalmascan life is their knowledge of stone masonry, many of the incredible buildings of that land not being possible without their assistance and know how. ### Note about their cultural beliefs The bangaa prior to becoming a part of dalmascan society were a wide collection of clans all differentiated by the hues of their skin. After joining life within the cities their clans intermingled and it became an unreliable way to identify their lienages. During their tribal days though, the Bangaa were led by yellow-brown hued bangaa that acted as religious leadres of their clans. Today the Banga find themselves no different from their neighbours in Rabanastre, and make use of their strength to serve the roll of soldiers, guards, general labourers and those with exceptional martial skill becoming royal knights. ### Naming Convention Bangaa names appear to follow a pattern of two to three distinct portions made of a consonant and a vowel (ie. Ba - Gam - Nan). **Bangaa Names.** Ba'Gamnan, Bwagi, Gijuk, Rinok \columnbreak ### Bangaa Traits The Bangaa have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Strength score increases by 2 and your Dexterity score increases by 1. **Age.** Bangaa are one of the races blessed with a longer life. Despite reaching maturity around the same time as hyur, they tend to live twice as long, generally passing around 140 years of age. **Alignment.** **Size.** Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Keen Hearing and Smell.** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. **Stonecunning.** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. \pagebreakNum ## Eorzean Kobold *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### A Life Beneath The Land Kobolds are a mole-like race of peoples who make their homes in a vast tunnel system in Vylbrand, specifically beneath Mount O'Ghomoro. They tend to stand in a hunched over position but indeed are bipedal and often donned in metal armor. Beneath their helmets you'll find beedy red eyes and rounded teeth. ### Note about their home land The region around Mount O'Ghomoro is rich with precious gemstones and ores, which as the kobolds mine these resources view them with a religious vigour. This mountainous region is surrounded by thick forests, ruins of bygone ages and even hot springs, offering the kobolds countless areas to excavate. ### A Never Ending Labour The kobolds view precious gems and minerals as gifts from their father, Titan, himself and treat such materials with a religious vigor. They are quite pious and their lives are centered around industry involving these materials. They are renown metalworkers and alchemists, trades thoroughly developed with their own spin on things, even cultivating Bomb voidsent for use in mining operations. Their society as a whole is a meritocracy where kobolds are organized into groups known as Digs. Begin with Dig 1 and counting down to as low as Dig 789, the higher the dig a kobold finds themselves in the hierarchy the more likely they are skillful and industrious. As kobolds improve them can move up and down the hierarchy, encouraging them to push themselves. ### Naming Convention The names of kobolds consist of extremely short, single-syllable sounds, with the clan name preceding the first name. "Zu Ga", for example, would refer to "Ga" of the "Zu clan. The simplicity of this system results in many individuals sharing the same moniker-a matter compounded by the race's tendency to birth large litters of young. Whilst this would lead to confusion in most societies, the issue of identical names is rendered largely unimportant by the moleman's fixation upon rank and occupation. For instance, rather than simply stating a birth name, a kobold might be introduced as "3rd Order Patriarch Zu Ga", the additional titles distinctly identifying him as the highest ranking male priest of the 3rd Order Dig. **Kobold Names.** Be Gu, Bi Bi, Ga Zi, Ge Bu, Go Zu, Ze Bu \columnbreak ### Kobold Traits The Kobold have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Wisdom score increases by 2 and your Strength score increases by 1. **Age.** Kobolds tend to reach maturity a little earlier than most races and live slightly shorter lives, reaching maturity around 16 and living into their early 60s. **Alignment.** Kobolds living in a rigid hierarchy tend towards a lawful alignment, but as always individuals may vary. **Size.** Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Industrious Nature.** You gain the effects of a long rest in half the time normally required. **Kobold Outfitting.** You gain proficiency in light and medium armor. **Superior Darkvision.** Your darkvision has a radius of 120 feet. **Stonecunning.** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Tool Proficiency.** You have proficiency with a set of artisan's tools of your choice. \pagebreakNum ## Eorzean Sahagin *I have no desire to turn my ssspear against the shhborewalkers. But I shall defend my spamlings with my life.* -Clutchfather Novv ### Beware The Fishmen The Sahagin are fish-like men with wiry frames, fins and webbing to make them incredible swimmers. They prefer a diet of fish and shellfish, and take great pride in their cranial fins. ### Under the Sea The Sahagin make their home in the bottom of a region of the sea known as *The Indigo Blue* living in a sprawling city on the ocean floor. Despite this, the Sahagin do need land for the purposes of caring for their young. At birth the sahagin young are unable to breath underwater as their gills have not yet fully developed. For this reason Sahagin will establish spawning grounds along coastlines and while present Leviathan will clear such suitable places for them. ### By Queen and Clutches A group of sahagin is ruled over by a large egg bearing queen who stays in their central home, in Eorzea the city beneath the Indigo Blue. She gifts sahagin of renown and valor clutches of her eggs to bring to spawning grounds and raise as their own. When she becomes infertile she selects a new matriarch before taking deliberate steps to end her own life. It is rare that a female is born, less than 10% of their population being women, and when this occurs she lives with the Queen and her other sisters. Being people of the sea, they are accomplished spear fishers and tend towards the piracy of sea faring nations as well. To them an attack on ships is no different than fishing, its merely the size of their prey. They are also known to raise sea creatures to act as beats of burden. ### Naming Convention Sahagin names are defined by names which could be pronounced underwater, and no credence is held towards family names or bloodlines. When a sahagin is identifying their lineage they'll refer to their Clutchfather rather than a family name. Their clutch father names all the children of their clutch, save the female young who are brought back to the Queen to be named and raised. That being said the sahagin have very strong familiar bonds within their clutches. As a clutchfather raises their young and eventually receives new eggs, the older sahagin will help to teach their younger siblings how to survives, forming one large cohesive family unit. **Sahagin Names.** Bouu, Govv, Houu, Meww, Novv, Seww, Voll, Yarr, Zell \columnbreak ### Sahagin Traits The Sahagin have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Wisdom score increases by 2 and your Dexterity score increases by 1. **Age.** **Alignment.** **Size.** Your size is medium. **Speed.** Your base walking speed is 30 feet. Your base swimming speed is 30ft. **Amphibious.** You can breath air and water. **Depths Resistance.** You have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment. **Water Pistol.** As an action, you are able to fire a focused jet of water at a creature within 30ft. of you. You make a ranged weapon attack with a bonus equal to your proficiency bonus + your Dexterity ability modifier. This attack deals cold damage equal to 2d6 + your Dexterity modifier. At 5th level, the damage of your water pistol attack increases by 1d6, and an addition d6 damage at the 10th, 15th and 20th level. You may use this trait once, use of the trait refreshing when you complete a long rest. \pagebreakNum ## Gnath *Oh, my mind, it is full of questions! Heavy questions. I fear many things. But I fear losing myself the most.* -Vath Deftarm ### Physical Description The gnath appear as antling who stand upright, with large sloping heads, sharp mandibles and hunched backs covered with carapaces. They often wear cloaks over their bodies hiding their segmented, gaunt bodies and upper limbs from view. ### Note about their home land The Gnath call the Dravanian Forelands their home, living in a large colony and find themselves in constant conflict with the dragons. Their homes seem to mix vast dens that look like termite towers, along with burrowing and adapting caverns to their needs. At the heart of this maze of caverns the Gnath Overmind, a member of their species with a massive head capable of coordinating the entire colony as a single entity. ### Note about their cultural beliefs The gnath who find themselves apart of the colony are considered appendages of the massive hive mind, rather than as an individual. They have developed great alchemy skills using herbs and plant matter local to their region to create many concoctions along with firesand used in their muskets. They are also fantastic hunters, using the meats from their hunts and mixing it with fungi for a repulsive to eat, but highly nutritious paste. Some gnath come to be known as **Nonminds**, gnath who lose connection to the colony and must live for themselves going forward. They've formed their own small colony under the name of the Vath. Though their skills transfer with them, they are free to use them and explore as they see fit. ### Naming Convention Gnath do not have individuals in their hivemind, but once one becomes a Vath or nonmind, they choose their names by copying the naming conventions of others they meat or take names to represent anything from their favourite food to the dream. **Gnath Names.** Cibleroit, Storyteller, The Hungerer, Vath Deftarm \columnbreak ### Gnath Traits The Gnath have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Strength score increases by 2 and your Dexterity score increases by 1. **Age.** Its unclear how long a gnath lives but it is theorized they would not live long lives and their hive is constantly at work. **Alignment.** Gnath tend towards a lawful neutral position, but once free as vath could walk any number of paths. **Size.** Your size is small. **Darkvision.** You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Natural Armor.** You have a natural armor bonus of +2. When unarmoured, your AC is equal to 12 + your dexterity modifier. **Natural Weapon.** You are proficient with your unarmed strikes, which deal 1d4 piercing damage. **Gnath Nimbleness.** You can move through the space of any creature that is of a size larger than yours. **Poison Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage. **Superior Darkvision.** Your darkvision has a radius of 120 feet. \pagebreakNum ## Ixal *For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!* -Sezul Totoloc ### Fearsome and Nigh Featherless The ixal are tall, bird faced humanoids with long clawed climbs and tough skin. Long ago they once sported feathered bodies, even capable of flight, but as generations continued to call Xelphatol come, their feathers have been reduced to tufts on their elbows. ### The Mountain Of Harsh Winds The Ixal call the mountainous region known as Xelphatol home. This mountain range maintains poor soil, treacherous terrains and violent winds. These harsh lands are unkind to any that call it home, but the Ixali through inventiveness and determination eek out an existence all the same. Due to the dire straights of their home they do make frequent attacks on the Black Shroud for resources. ### Greed from Need The Ixali have a complicated history which they are blind to. The truth of their origin places them as chimerical creations known as Iksalion that served the allagan's Garuda Airborne Division. Eras later though, they maintain this militaristic chain of command where the blood of their former commanders flow through the veins of today's leaders. They dream of winning Garuda's favour that she welcomes them back home to Ayatlan. To win this favour they continue to expand their domain and war with the people of Coerthas and the Black Shroud. ### Ixali Naming Conventions The Ixal name their young using a base word based upon the direction of the wind at the time of their birth, and adding a consonant of some kind. Its a common belief amongst the Ixali that the direction of the wind at one's birth has an impact on the child's personality. Their last names reprsent their position in the overall hierarchy. ##### Forename Bases | Birthwind | Temperament | Male | Female | |:---:|:-----------:|:---:|:---:| | Northerly | Cruel | Uzal | Urali | | Southerly | Gentle | Azel | Ateli | | Easterly | Hopeful | Ozol | Oroli | | Westerly | Cynical | Ezul | Echt | \columnbreak ##### Surname Meanings and Myth | Bloodline | Surname | Myth and Population Density | |:---:|:-----------:|:---:| | Skysent | Nomotl, Pahuotl, Zilotl, Huatotl | Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens. Population distribution: approx. 10% | | Galeborne | Ciloc, Hueloc, Meloc, Totoloc | The middle class of the Ixal, said to be the first to ride upon the winds. Population distribution: approx. 20% | | Windrisen | Cattlan, Eduan, Ahuatan, Qualan, Huizan, Toltan, Itzcan, Meyeann | The laborer class of the Ixal, said to be the first to flap their wings and rise into the air. Population distribution: approx. 70% | **Ixal First Names.** Bezul, Bozol, Dotoli, Gozol, Methuli, Nuzal, Rozol, Safeli, Tuzal, Yazel ### Ixali Traits The Ixali have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Dexterity score increases by 2 and your Constitution score increases by 1. **Age.** **Alignment.** **Size.** Medium **Speed.** Your base walking speed is 30 feet. **Aero Attuned.** You know the Gust cantrip. When you reach 3rd level, you can cast the Thunderwave spell once per day. When you reach 5th level, you can also cast the Gust of Wind spell once per day. Charisma is your spellcasting ability for these spells. **Brave.** You have advantage on saving throws against being frightened. **Natural Armor.** You have a natural armor bonus of +1. When unarmoured, your AC is equal to 11 + your dexterity modifier. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. **Scavenger.** You have proficiency in the survival skill. \pagebreakNum ## Kojin *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Half Shelled Heroes The Kojin are easily recognized as they appear as human sized, humanoid turtles with bulky turtle shells on their backs. They boast strong bodies and powerful lungs and hearts allowing them to hold their breath for long periods of time underwater. When a Kojin passes away their shell is put on display in their village to act as a spirit guardian. ### Note about their home land The Ruby Sea is located in the far east where a number of countries and islands calling it home. These warm waters are the home of the kojin who live above and below the waves. Those above the waves make their home on islands with well defended coasts. The kojin also possess eldritch knowledge to create massive permanent bubble within which they build their settlements. ### Note about their cultural beliefs The kojin are exceptionally long lived and hold the elderly in high regard, with the elders with high authority over their kin. They generall eat fish, shellfish, kelp and pretty well anything edible from beneath the waves. Those who live under the sea home avoid cooking this food or use non fire based methods to warm their food. One well documented fascination of the Kojin is the collection of treasures related to the kami, gods of the far east, and keeping them safe in a vault meant for their protection. The kojin are fervent worshippers of the eastern kami and aim to respect and protect them and their treasures in their own way. ### Naming Convention The kojin having heavily integrated with eastern culture tend to use similar names that are common in the Far East. **Kojin Names.** Bunchin, Gauki, Hirumaki, Makura, Saikoro, Toro, Ukimono, Zukin ### Kojin Traits **Ability Score Increase.** Your Constitution score increases by 2 and your Charisma score increases by 1. **Age.** The Kojin are exceptionally long lived, some living over one thousand years. Stories maintain that a kojin that achieves such a feat may ascend and become one of the Auspice. **Alignment.** The kojin adhere to many ancient traditions and tend towards lawful alignments. **Size.** Your size is medium. **Speed.** Your base walking speed is 25 feet. Your base swimming speed is 30ft. **Amphibious.** You can breath air and water. **Natural Armor.** You have a natural armor bonus of +3. When unarmoured, your AC is equal to 13 + your dexterity modifier. \pagebreakNum ## Lupin *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Physical Description The Lupin are a race of wolf-headed warriors from the Far East that draw their name from ancient Elezen folklore. Along with their wolf heads, they sport sharp-clawed fingers and thick furry tails. They are able to detect the faintest sounds and have a heightened sense of smell, but poor eyesight which has a wide field of vision, making them excellent at tracking movement. ### Note about their home land Hailing from the Far East, the Lupin eventually integrated into civilization and rapidly saw a change in their way of life. They've built a long history of serving the samurai of Doma as support forces and are renown for their martial arts in the Doman military. Prior to this they were nomadic hunters who followed the migration paths of their prey. It appears roughly 2000 years ago they arrived in the region and settled down permanently. ### Note about their cultural beliefs The Lupin began their civilization by being pulled into the regional struggles of the far east as mercenaries to support lords in their disputes. It was through these relationships and contracts earned their renown. Their current clan like hierarchy features many bloodlines that gather under the rule of a single family, but leadership passes by bloodshed rather than succession. ### Naming Convention Having adapted to life in the Far East, the Lupin use hingashi names to fit into the daily life of the region. **Lupin Names.** Hakuro, Kurobana, Masatsuchi, Mauto, Soga \columnbreak ### Lupin Traits The Lupin have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Dexterity score increases by 2 and your Strength score increases by 1. **Age.** The Lupin live as long as many of the other races, reaching adulthood at 18 and living into their 70s on average. **Alignment.** The lupin live in clans which operate in **Size.** Your size is medium. **Speed.** Your base walking speed is 35 feet. Your base swimming speed is 30ft. **Claws.** You are proficient with your unarmed strikes, which deal 1d4 slashing damage. **Keen Hearing and Smell.** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. **Wolf Sense.** You gain proficiency in the perception skill. \pagebreakNum ## Mamool Ja *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Defined By Blood The Mamoolja are a lizard like people from the Yak'Tel region in Tural. Made of of distinct clans which display specific physical traits, their bloodlines define natural skills in their people. It is possible for mamool ja to bear children of mixed clans, producing a two-headed blessed child that grows to a great size and is heavily talented in both bloodline's specialties, this is often very rare. ### One's Natural Talents The various clans experience natural talents in a variety of fields. The Hoobigoo who don brownish scales tend to have a long distinct comb atop their head exhibit greater strength in their clan, making for great warriors. The Boonewa are born with deep reservoirs of aether in their body making them natural spell casters; they are identified by their blue-green scales and large eyes. Finally the Doppro, who have a number of short horns atop their heads are natural beast handlers and often take up the role of calvary riders in battle. ### Beneath Azure Boughs The Mamool Ja main city is known as Mamook, located in the Ja Tilka Heartland, is a resource sparce land where the soil and lack of sunlight is ill suited for crop growing. Certain breeds of plant excel under the unique conditions of the region but as things are the mamool ja's options for food and industry are limited. ### Lead By Destined Sons The birth of a blessed son is a highly celebrated event for a tribe, who immediately groom the blessed siblings to become the eventual leaders of their people. These naturally powerful mamool ja have the hopes of their people placed on their shoulders and the pressure is crushing. The mamool ja are a proud people who a number of times have pushed to captain new lands to bring prosperity for their people. With the limited options, many mamool ja take up mercenary work and travel afar or leave the ancestral homes. ### Naming Convention The mamool ja tend to name their young with two parts, a Consonant-Vowel combnination with a second part with a consonant-vowel-consonant combination, and ending it with a Ja. **Mamool Ja Names.** Bakool Ja, Bebeel Ja, Diinal Ja, Gulool Ja, Lafaal Ja, Radoll Ja, Shiidil Ja, Tojoll Ja, Yafaal Ja, Zoraal Ja \columnbreak ### Mamool Ja Traits The Mamool Ja have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Constitution score increases by 1. **Age.** The mamool ja live roughly as long as most other race, coming of age in their late teens and living into their 70s on average. **Alignment.** The mamool ja are traditionalist who under tough conditions must stay in line leading to a preference for lawful alignments, but there are always differences in individuals. **Size.** Your size is medium. **Speed.** Your base walking speed is 30 feet **Brave.** You have advantage on saving throws against being frightened. **Natural Armor.** You have a natural armor bonus of +1. When unarmoured, your AC is equal to 11 + your dexterity modifier. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. **Subrace.** The Mamool Ja have three different lineages. Select one of the three subraces of Mamoolja. #### Hoobigo Hoobigo are marked by light-brown scales and a longer comb than their kin, and their brute strength often places them in the ranks of melee infantry. **Ability Score Increase.** Your Strength score increases by 2. **Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. #### Boonewa Boonewa are born with deep reservoirs of aether, and these natural spellcasters are soon identified by the blue-green tinge of their scales. **Ability Score Increase.** Your Charisma score increases by 2. **Boonewa Magic.** You know the Firebolt cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day. When you reach 5th level, you can also cast the Gust of Wind spell once per day. Charisma is your spellcasting ability for these spells. #### Doppro The mottled Doppro, whose bloodline produces skilled beast handlers and cavalry riders. **Ability Score Increase.** Your Wisdom score increases by 2. **Animal Kinship.** You gain proficiency in the Animal Handling skill. **Fleet of Foot.** Your base movement speed is increased to 35 feet. **Speak with Small Beasts.** Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. \pagebreakNum ## Matanga *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Physical Description The Matanga are tall, widely built elephant humanoids. Capable of using their trunks as a simple third hand and use it for a keen sense of smell. Their large ears can detect low toned sounds as well. When communicating they use language and bodily movements like stomping to communicate fuller messages between themselves. ### From Steppe To The Sea The Gajasura make their homes in the Azim Steppe, living up in the mountains they often find themselves coming down from their cavernous mountain homes and raiding the auri nomadic tribes. The far more civilized Arkasodra though have fully integrated into Thavnairian culture and live peacefully long side the other races in the hot jungles of Thavnair. ### Tales of Brain and Brawn The Gajasura tend to live by their strength, they take what they need through hunting and raiding, and are truly feared by the other races that live in their region while the Arkasodra have made efforts to put their mind to work alongside their muscle, participating in Thavnair's way of life producing fine soldiers and scholars both. ### Naming Convention DDD \columnbreak ### Matanga Traits The Matanga have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Constitution score increases by 1. **Age.** Matanga's lives are similar to other races where they reach maturity in their late teens and live upwards to their mid 70s. **Alignment.** Gajasura tribes operating as tribal raiders tend towards a more chaotic alignment while the Arkasodra living within the cities of Thavnair tend towards a lawful alignment. **Size.** Your size is medium. **Speed.** Your base walking speed is 30 feet **Keen Smell.** Thanks to your sensitive ears, you have advantage on Wisdom (Perception) checks that involve hearing. **Natural Armour.** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Trunk.** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. **Subrace.** The Matanga have two different clans. Select one of the two subraces of Matanga. #### Arkasodra The Arkasodra hail from the Near East, making their homes in Thavnair. Their original tribe was a fracture tribe from the Gajasura who were seeking new lands and after times of strife ended up making peace and alongside their auri rivals. **Ability Score Increase.** Your Intelligence score increases by 2. **Arkasodra Serenity.** You have advantage against being charmed or frightened. #### Gajasura The Gajasura hail from the Azim Steppe, powerful bodies they wield with simple tactics, they are treated as threats by the au ra who call the steppe home. **Ability Score Increase.** Your Strength score increases by 2. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. \pagebreakNum ## Moogle *As a direct descendant of Chieftain Moggle, I've always been quite important, kupo. You could ask me how old I am, but honestly, I've lost count of my age over the years. I am, however, very good at counting kupo nuts, so keep your wandering paws away from my stash, kupo!* -Moglin ### Annoyingly Adorable Moogle are small beast like creatures with fluffy white fur, small bat wings and long appendages topped with a colorful ball at the end of it which changes with their mood. They have comically small limbs and rather than use their bat wings for flight, use them to release aether to propel themselves forward. ### Hidden in Woods and Sky There are two prominent tribes of moogle in the world, but adventurous moogles could be found all over, alongside the mail moogles who travel the world delivering medals. Those below the clouds call the Twelveswood their home and live in peace with Gridania and the elementals of the forest. They're highly elusive but don't mind appearing before trusted allies. Those above the clouds live in the churning mist and are protected by chieftan Moglin, who seems to be the leader the myth of Good King Moggle Mog XII is based upon. ### Diligent Tricksters The moogles tend to keep to themselves and disappear at a moment's notice, keeping their way of life largely secret. Small groups of motivated moogles will stack hands and achieve their goals like the Mooglesguard successful summoning of a primal. If the moogles of the Twelveswood live similarly to those above the clouds in the Moghome we can conclude they are diligent workers and playful pranksters amongst themselves with a penchant for collecting treasures of varying values. They also use Kupo Nuts as a bartering tool when seeking things from others. ### Naming Convention The moogles of the Twelveswood tend to have their names begin with a K for the males and P for the females, their names sounding like allusions to the phrase Kupo Nut. Those who call Moghome their home tend to have "Mog" plus a second part. **Twelveswood Moogle Names.** Kupcha Kupa, Kupdi Koop, Kupka Kopp, Puksi Piko, Pukty Piko, Pukwa Pika **Moghome Moogle Names.** Mogpo, Mogret, Mogson, Mogsy, Mogta, Mogtoe, Mogukk \columnbreak ### Moogle Traits The Moogles have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Wisdom score increases by 2 and your Dexterity score increases by 1. **Age.** The moogles seem to have the capacity to live for hundreds of years, perhaps indefinitely assuming nothing interferes with their natural cycle of life. **Alignment.** Moogles to lean towards both chaotic and good alignments but there is always room for variance in individuals. **Size.** Small **Speed.** Your base walking speed is 10 feet. Your fly speed is 25 feet. **Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. **Mog Magic.** You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day. When you reach 5th level, you can also cast the Invisibility spell once per day. Wisdom is your spellcasting ability for these spells. **Mog Mischief.** You are proficient in the deception skill. **Moogle Nimbleness.** You can move through the space of any creature that is of a size larger than yours. **Naturally Stealthy.** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. \pagebreakNum ## Namazu *I paraded with such enthusiasm that I eventually lost all sense of time, all awareness of night and dayuand when I came to, I was unconscious!* -Gyoshin ### Comically Clumsy Catfish The Namazu are small, catfish-like folk with short stubby limbs that seem to squeak when they walk. They sport highly sensitive barbel whiskers they can use for tracking purposes and their fin like hands are shockingly dextrous as they move as though they were a hand inside a mitten. Namazu are also high sensitive to teas, their bodies treating it like a powerful intoxicant. ### Pockets In The East The Namazu live in the Far East primarily, largely integrating to the fringes of society as a whole some 800 years ago, earning recognition working as messengers during war time. Since then some clans will make their home in abandoned buildings or live within city walls in far eastern cities where the continue to work as retainers and messengers. ### Chiming Bells, Squeaking Soles In Doma in particular they hold an important place in history acting as messengers across bodies of water. For their services they were gifted their widely worn bells, symbolizing them as bringers of good tidings. They tend to be omnivores and prefer their foods to be sourced from the waters and despite, or perhaps due to the intoxicating effect of tea, Namazu frequently seek out steaming hot cups of the drink and will find any reason to indulge. ### Naming Convention Amongst the civilized Namazu, names are generally formed from a combination of "Gyo"-the Far Eastern word for "fish"-and another, ending syllable. This naming convention is thought to have arisen from General Ganen's response to his vassals, who opposed his plans for recruiting the services of the Namazu on the grounds that it would be akin to enlisting wild beasts. Ganen's counter argument was simply that "they are 'gyojin'. They are fishmen". **Namazu Names.** Gyoka, Gyokei, Gyoku, Gyoryu, Gyosan, Gyoshin \columnbreak ### Namazu Traits The Namazu have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Charisma score increases by 2 and your Wisdom score increases by 1. **Age.** **Alignment.** Despite having integrated into society by and large, Namazu maintain a chaotic element to their personalities as comical situations tend to follow them. **Size.** Small **Speed.** Your base walking speed is 25 feet. Your base swimming speed is 30ft. **Amphibious.** You can breath air and water. **Namazu Nimbleness.** You can move through the space of any creature that is of a size larger than yours. **Tingle Tracking.** You gain proficiency in the survival skill. **Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. \columnbreak \pagebreakNum ## Nu Mou *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Physical Description The Nu Mou are fae folk that call the cavernous north of Ill Mheg home. They have a canine like appearance with long drooping ears and are often seen accompanied by flying pig-like creatures known as porxies. ### Faerie Fields In Ruined Lands The Nu Mou make their homes inside giant mushrooms which grow in the caves of Northern Ill Mheg, this region having been overrun with fae after the fall of the kingdom which once stood on these lands. ### Joy Through Service The Nu Mou loved the people of the fallen kingdom they call home, and had a highly amaible relationship with the citizens. Nu Mou have a strict code of ethics where they will exchange their services with others for what they deem an equal barter, and will do exactly what was asked of them, no more and no less, deriving pleasure from a perfectly done job. Though the minutia of this relationship can be tricky to navigate at times, once established it can be a great boon for both sides. They also have a weakness in the way of words, where their *words of power* can force obedience, ironically these words of power being the same sorts of commands you'd use on a pet like sit and stay. ### Naming Convention Details on the naming conventions of Nu Mou are difficult to discern at present but it appears most of their names are made of two names which have a consonant at their endings. **Nu Mou Names.** Beq Lugg, Daen Kenn, Eo Sigun, Gyuf Daen, Iala Oul, Lugg Aenc, Marn Ose, Nee Marn \columnbreak ### Nu Mou Traits The Nu Mou have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Wisdom score increases by 2 and your Charisma score increases by 1. **Age.** The Nu Mou seem to live indefinitely as long as nothing interrupts this endless path of life they experience. **Alignment.** Thanks to their strict code of ethics the Nu Mou tend towards lawful alignments. **Size.** Your size is Small. **Speed.** Your base walking speed is 25 feet. **Fey Ancestry.** You have advantage on saving throws against being charmed and magic can’t put you to sleep. **Naturalists.** You gain proficiency in the nature skill. **Nu Mou Magic.** You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day. When you reach 5th level, you can also cast the Pass Without Trace spell once per day. Wisdom is your spellcasting ability for these spells. **Nu Mou Nimbleness.** You can move through the space of any creature that is of a size larger than yours. **Tribal Alchemy.** You gain proficiency in the medicine skill. \pagebreakNum ## Qiqirn *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Bewhiskered Merchants The Qiqirn are rat-like in appearance with long whiskers and clawed hands. They have a small frame and rarely grow to be taller than a hyurian child. Their hands are strikingly nimble and are renowned accountants and coin counters, and could put this trait to the skill of pickpocketing easily as well. ### Their Home is Your Home Memories of a qiqirn homeland has long been lost since for a very long time the beastmen have preferred to live with other races in larger cities but its highly likely somewhere in Vylbrand would be their most likely homeland. That being said the Qiqirn have made themselves an important part of sea life, working as sailors and merchants, their natural penchant to avoid disaster has become a wives tale to always listen when a qiqirn wants to run. ### Natural Calculators The qiqirn in terms of diet will eat pretty much anything that's edible, no matter how off putting it is to others. They are also supremely gifted with numbers, able to do complex calculations with little effort which has earned them roles as accountants and merchants. The only downside is the short life span of these folk, leading to concerns about stability in organizations that rely on them. ### Naming Convention Qiqirn tend to have their names end in the suffix "-roon" which is usually preceded by a repeated two letter combination of a consonant then vowel. Sometimes they may take a distinctive title as a last name to better identify themselves. **Qiqirn Names.** Chuchuroon, Gegeroon, Kyokyoroon, Memeroon, Neneroon, Yoyoroon. \columnbreak ### Qiqirn Traits **Ability Score Increase.** Your Dexterity score increases by 2 and your Wisdom score increases by 1. **Age.** Qiqirn only live to 25 years old at max, reaching physical maturity around the age of 5. **Alignment.** Qiqirn tend towards chaotic alignments, operating largely on self interested terms. **Size.** Your size is Small. **Speed.** Your base walking speed is 35 feet. **Darkvision.** You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Keen Scent.** You add double your proficiency bonus when making perception checks which involve scent. **Nimble Escape.** You can take the Disengage or Hide action as a bonus action on each of your turns. **Qiqirn Nimbleness.** You can move through the space of any creature that is of a size larger than yours. \pagebreakNum ## Seeq *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Physical Description The Seeq are boar-like in appearance, sporting drooping ears, upturned noses and sharp tusks. They have stout, rotund, but powerful bodies where many will tease them on having the weight of a giant but missing the height. But do not snicker at them for this as with their bulk they are immensely strong. They also have a nose for treasure in a figurative and literal sense, their snouts being highly effective at finding both treasure and rare mushrooms. ### Banditry on the Sands The Seeq call the arid region of Dalmasca home, making their way through life in the desert as best they can. Seeq don't live in large groups, often settlements compromising of a cluster of blood related families. Their culture often finds them seeking the shortest path to obtaining that which they want, theft. The Seeq carry a reputation of banditry and grave robbers in their homeland. ### Unbothered Giants The Seeq are not picky when it comes to food, where if something is edible they will happily eat it. They are notoriously messy eaters, scarffing their food down with no regard to manners, causing gluttonous or messy eaters to be compared to the seeq as an insult. The seeq have an appreciation for anything that glimmers or shines and upon obtaining these items enjoy to display their collect wearing them as they go about their days. ### Naming Convention Naming conventions for the Seeq are difficult to confirm at present but below are some known Seeq names. **Seeq Names.** Jovy, Daguza, Gwitch, Galeedo, Vazz \columnbreak ### Seeq Traits The Seeq have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Constitution score increases by 2 and your Strength score increases by 1. **Age.** The Seeq live as long as many of the races, reaching adulthood in their late teens and living into their 70s. **Alignment.** The seeq lean towards chaotic alignments given their free spirited way of living their culture's lack of fear when it comes to breaking rules to get what they want. **Size.** Your size is medium. **Speed.** Your base walking speed is 30 feet. **Aggressive.** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. **Brave.** You have advantage on saving throws against being frightened. **Follow Your Nose.** You gain proficiency in the survival skill. **Keen Smell.** The wolf has advantage on Wisdom (Perception) checks that rely on smell. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. \pagebreakNum ## Sylph *Something is not right in our home these days. Listen to the trees. Elemental ones warn of danger...* -Fixio ### Playful Wooldland Folk Small and tricksy, the Sylph appear as delicate dolls wrapped in vibrant leaves, and rarely use their twig like lets to move, fully reliant on their magicked wings. ### Advocates of the Twelveswood The sylph creation myth places them as the inherited protectors of the Twelveswood. Beneath the massive forest with its endless tree boughs, their home is a plentiful woodland overseen by the elementals that live within everything beneath the tree canopy. ### Note about their cultural beliefs The sylph are a fun loving people who expect their visitors to join in the merryment, a common greeting is dancing with the sylph to earn their favour. They often play pranks and tricks on the denizens of The Black Shroud and seek out opportunities for mischief and fun. They also find ways to entertain themselves through milkroot which acts as an alcohol for the sylph and the coating of dreamtoads acting as a hallucinogen. The elder sylph of a village acts as a mediator during times of conflict between sylph, but they hold no authority beyond this, making any large scale movement as a village highly difficult. ### Naming Convention The slyph do not have any sense of family lineage nor picking out last names. Their definition of male and female has been discerned by outsiders as their "everblooms" are considered males. These sylph have both a stamen and pistil making them capable of producing bulbs. The males's names are noted with a -xio suffix. On the feminine side is the "lateblooms" who pollinate at irregular times and are unable to produce podlings, but are gifted in the arcane arts as a biological compensation. The female's names are noted with a -xia suffix. The sylph are raise their young as an overall community rather than having parent-child relationships, giving them a strong sense of love for their community. \columnbreak ### Sylvan Traits The Sylph have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Charisma score increases by 2 and your Wisdom score increases by 1. **Age.** **Alignment.** **Size.** Small **Speed.** Your base walking speed is 20 feet. Your flying speed is 30ft. **Mask of the Wild.** You can attempt to hide even when you are only lightly obscured by foliage. heavy rain, falling snow, mist, and other natural phenomena. **Sylphic Magic.** You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Entangle spell once per day. When you reach 5th level, you can also cast the Barkskin spell once per day. Charisma is your spellcasting ability for these spells. **Sylhpic Nimbleness.** You can move through the space of any creature that is of a size larger than yours. **Speak with Small Beasts.** Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. **Fire Vulnerbility.** You are vulnerable to fire damage. \pagebreakNum ## Vanu Vanu *Quote describing the beast tribe from a person's perspective that has interacted with them, or from within their tribe.* ### Plump and Feathered The Vanu Vanu are tall, stout folk covered in feathers with wide beaks. Avian in nature, they're unable to fly and require beasts of burden to transport themselves from island to island in the sea of clouds. The Vanu Vanu lived unbothered for many years in the clouds until the advent of airships brought the races from below to encroach on their home. ### An Aerial Sea The Vanu Vanu make their home in a region known as the Sea of Clouds, a series of islands hidden amongst dense cloud cover where all manners of avian beast live. Despite the remote location from the rest of the world, the Sea of Clouds offers minimal resources, forcing the vanu vanu to be creative in their way of life to survive. ### Note about their cultural beliefs The Vanu Vanu had spent much of their lives in isolation, and have largely been unchanged over time. They rely on vilekin like Wamouracampa larvae and cloudfish for their diets, rounded out by mashing it with wild grasses to make catsfoot chew. Their tribes are defined by the bloodline of their leaders, passing through a rite of succession in a single ancestry, living in separate self governed tribes that sometimes come into conflict. Prior to battles the Vanu Vanu will conduct war dances to deter the weaker foes to surrender prior to bloodshed, and for one of many forms of entertainment have taken to training animals like Paissa to battle one another in fighting pits. ### Naming Convention The Vanu Vanu have gender specific suffixes, the suffix "Vanu" refer to the males of the tribe and "Vali" refers to female members of a tribe. Tribes will also be associated with an adjective like "mighty Vundu". Altogether its not uncommon to see one declare themselves by name and position of their tribe like "Hundu Vanu, warrior of Mighty Vundu." **Vanu Vanu Male Names.** Canu Vanu, Ginu Vanu, Kunu Vanu, Honu Vanu, Muna Vanu, Tona Vanu **Vanu Vanu Female Names.** Ganu Vali, Hinu Vali, Linu Vali, Ranu Vali, Ronu Vali \columnbreak ### Vanu Vanu Traits The Vanu Vanu have a variety of natural abilities linked to their race. **Ability Score Increase.** Your Constitution score increases by 2 and your Strength score increases by 1. **Age.** **Alignment.** **Size.** Your size is medium. **Brave.** You have advantage on saving throws against being frightened. **Natural Armor.** The tough skin and heavy veils of feathers protects your body. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Scavenger.** You have proficiency in the survival skill. **Tribal Dancer.** You have proficiency with the performance skill. \pagebreakNum ### Primal Variants In order to maintain the flow of the book, we've opted to store additional variants of primals at that back of the book, so DMs can easily scale primal encounters to their party as needed.
#### Saint Shiva An invocation of the spirit of saint Shiva which has not been provided a sufficient offering of aether, resulting in a more limited range of offensive and defensive options for the Lady of Frost. ___ ___ > ## Saint Shiva >*Huge elemental, Chaotic Good* > ___ > - **Armor Class** 16 > - **Hit Points** 76 (8d12+24) > - **Speed** 40ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|16 (+3)|12 (+1)|16 (+3)|20 (+5)| >___ > - **Saving Throws** Dexterity + 7, Wisdom + 7, Charisma + 8 > - **Skills** arcana +4, deception +8, persuasion +8, survival +6 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Slashing, Piercing and Bludegeoning from non-magical weapons > - **Damage Immunities** Cold > - **Condition Immunities** charmed, exhausted, petrified > - **Senses** passive perception 14 > - **Languages** common > - **Challenge** 5 (1,800) > ___ > > > ***Legendary Resistance (1/day).*** If Shiva, Lady of Frost fails a saving throw, she can choose to succeed instead. > > ***Magic Armoury.*** Shiva can use her power over ice to create and destroy her weaponry at will. There are some actions that can only be taken while Shiva wields a specific arm; Shiva can only possess one at a time and must dismiss one before summoning another. While wielding these weapons Shiva's weapon attacks are magical. > > ***Flyby.*** Shiva doesn't provoke opportunity attacks when it flies out of an enemy's reach > > > > > ___ > ### Actions > ***Multiattack.*** Shiva makes one Silver Filigree attack and one attack with her magic armoury weapon if she is currently wielding one. > > ***Silver Filigree.*** *Attack Style:* *Melee Weapon Attack:* +7, Reach 5ft, one target. *Hit:* 7 (1d6+4) piercing damage and 5 (1d10) cold damage. > >\columnbreak > > ***Icebrand (Blade only).*** *Melee Weapon Attack:* +8, Reach 5ft, one target. *Hit:* 16 (2d10+5) slashing damage and 5 (1d10) cold damage. > > > ***Hailstorm (Staff only).*** Icicles rain down on a point of Shiva's choosing within 150ft., each creature in a 10ft. radius sphere centred on that point must make a DC 15 Dexterity saving throw taking 7 (2d6) piercing damage and 10 (3d6) cold damage on a failure and half as much damage on a success. > > ***Glass Dance (Bow only).*** *Ranged Weapon Attack:* +8, Reach 30ft./60ft., one target *Hit:* 14 (2d8+5) piercing damage and 5 (1d10) cold damage. > ___ > ### Bonus Actions > > ***Summon Blade.*** Shiva coalesces the frost to form a sword and shield. > > ***Summon Staff.*** Shiva coalesces the frost to form a staff. > > ***Summon Bow.*** Shiva coalesces the frost to form a bow. > > ***Dismiss Weapon.*** Shiva shatters her current weapon in preparation for creating another. > ___ > ### Legendary Actions >Shiva 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. Shiva regains spent legendary actions at the start of her turn. > >***Fly.*** Shiva can move a distance up to her fly speed without triggering opportunity attacks > > ***Quick dismiss.*** Shiva shatters her current weapon in preparation for creating another. > >***Dreams of Ice.*** Shiva coats the ground within 20ft. of her with a layer of ice. *Rules for walking on ice can be found on page 110 of the DMG (2014).* \pagebreakNum ___ ___ > ## Shiva, Lady of Frost >*Huge elemental, Chaotic Good* > ___ > - **Armor Class** 17 > - **Hit Points** 136 (13d10+52) > - **Speed** 40ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|18 (+4)|14 (+2)|18 (+4)|22 (+6)| >___ > - **Saving Throws** Dexterity + 9, Wisdom + 8, Charisma + 10 > - **Skills** arcana +6, deception +10, persuasion +10, survival +8 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Slashing, Piercing and Bludegeoning from non-magical weapons > - **Damage Immunities** Cold > - **Condition Immunities** charmed, exhausted, petrified > - **Senses** passive perception 16 > - **Languages** common > - **Challenge** 10 (5,900) > ___ > > ***Diamond Dust (Mythic Trait; Recharges after a Short or Long Rest).*** When Shiva is reduced to 0 hit points, it doesn't die or fall unconscious, instead it regains 68 hit points, becomes resistant to fire damage, and moves up to 100ft. without triggering opportunity attacks. > > ***Legendary Resistance (3/day).*** If Shiva, Lady of Frost fails a saving throw, she can choose to succeed instead. > > > ***Magic Armoury.*** Shiva can use her power over ice to create and destroy her weaponry at will. There are some actions that can only be taken while Shiva wields a specific arm; Shiva can only possess one at a time and must dismiss one before summoning another. While wielding these weapons Shiva's weapon attacks are magical. > > ***Flyby.*** Shiva doesn't provoke opportunity attacks when it flies out of an enemy's reach > > > > > ___ > ### Actions > ***Multiattack.*** Shiva makes a Silver Filigree attack and one attack with her magic armoury weapon if she is currently wielding one. > > ***Silver Filigree.*** *Attack Style:* *Melee Weapon Attack:* +9, Reach 5ft, one target. *Hit:* 15 (3d6+5) piercing damage and 11 (2d10) cold damage. > > ***Icebrand (Blade only).*** *Melee Weapon Attack:* +10, Reach 5ft, one target. *Hit:* 22 (3d10+6) slashing damage and 11 (2d10) cold damage. > >\columnbreak > > > > ***Hailstorm (Staff only).*** Icicles rain down on a point of Shiva's choosing within 150ft., each creature in a 10ft. radius sphere centred on that point must make a DC 16 Dexterity saving throw taking 7 (2d6) piercing damage and 14 (4d6) cold damage on a failure and half as much damage on a success. > > ***Glass Dance (Bow only).*** *Ranged Weapon Attack:* +10, Reach 40ft./80ft., one target *Hit:* 19 (3d8+6) piercing damage and 11 (2d10) cold damage. > ___ > ### Bonus Actions > > ***Summon Blade.*** Shiva coalesces the frost to form a sword and shield. While Shiva wields her blade she has a +2 bonus to her AC. > > ***Summon Staff.*** Shiva coalesces the frost to form a staff. While Shiva wields her staff she has advantage on saving throws against the effects of spells. > > ***Summon Bow.*** Shiva coalesces the frost to form a bow. > > ***Dismiss Weapon.*** Shiva shatters her current weapon in preparation for creating another. > ___ > ### Legendary Actions >Shiva 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. Shiva regains spent legendary actions at the start of her turn. > >***Fly.*** Shiva can move a distance up to her fly speed without triggering opportunity attacks > > ***Quick dismiss.*** Shiva shatters her current weapon in preparation for creating another. > > ***Dreams of Ice.*** Shiva coats the ground within 20ft. of her with a layer of ice. *Rules for walking on ice can be found on page 110 of the DMG (2014).* > > ___ > ### Mythic Actions >If Shiva's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Diamond Dust. > >***Absolute Zero (Costs 2 actions).*** Shiva inflicts 'Deep Freeze' on all creatures within 10ft. of her until the end of their next turn. > > ***Silver Filigree (Costs 2 actions).*** Shiva makes one Silver Filigree attack. \pagebreakNum # Creature List By Name A-Z
##### A - Abalathian Chocobo, Cloudkin - Ahriman, Voidsent - Amalj'aa Striker, Spoken - Amalj'aa Impaler, Spoken - Amalj'aa Archer, Spoken - Amalj'aa Initiate, Spoken - Amphiptere, Dragon - Anemone, Wavekin - Aurelia, Wavekin ##### B - Bhoot, Ashkin - Bogy, Ashkin - Bomb, Voidsent - Brobinyak, Dragon ##### C - Cactuar, Seedkin - Carmilla, Voidsent - Chirada, Primal - Chocobo, Cloudkin - Coblyn, Soulkin - Coeurl, Beastkin ##### D - Dalmascan Red, Cloudkin - Deathgaze, Cloudkin - Deathgaze Hollow, Voidsent - Demon, Voidsent - Diremite, Vilekin - Dull Stone Spriggan, Soulkin - Dullahan, Soulkin ##### E - Eft, Wavekin ##### F - Fat Chocobo, Cloudkin - Fenrir, Beastkin - Flan, Voidsent - Folktale Tonberry, Spoken ##### G - Gaelicat, Voidsent - Garuda, Lady of the Vortex, Primal - Gigantender, Seedkin - Gold Bear, Beastkin - Goobbue, Beastkin - Goobbue Gourmet, Beastkin - Gravekeeper, Ashkin ##### H - Hoarhound, Beastkin ##### I - Ishgardian Black, Cloudkin - Ixali Caller, Spoken - Ixali Straightbeak, Spoken - Ixali Swiftbreak, Spoken - Ixali Swordfighter, Spoken ##### K - Killer Wespe, Vilekin - Knight Hawk, Vilekin - Kobold Dustman, Spoken - Kobold Potman, Spoken - Kobold Sidesman, Spoken - Kobold Supplicant, Spoken ##### L - Lady Amandine, Voidsent - La Noscean Chocobo, Cloudkin - Lunatender, Seedkin ##### M - Magitek Deathclaw, Forgekin - Magitek Reaper, Forgekin - Magitek Vanguard, Forgekin - Malboro, Seedkin - Mandragora, Seedkin - Mudpuppy, Wavekin ##### N - Nopalitender, Seedkin - Nymian Tonberry, Spoken ##### O - Ochu, Seedkin ##### P - Peiste, Scalekin - Progenitrix, Voidsent - Pugil, Wavekin - Puk, Scalekin ##### Q - Queen Hawk, Vilekin ##### R - Ramuh, Lord of Levin, Primal - Raptor, Scalekin ##### S - Sabotender, Seedkin - Sabotender Emperatriz, Seedkin - Saint Shiva, Primal Variant - Shiva Goddess of Ice, Primal - Shiva Lady of Frost, Primal Variant - Shoalscale Sahagin, Spoken - Shoalsclaw Sahagin, Spoken - Shoalspine Sahagin, Spoken - Shoaltooth Sahagin, Spoken - Soldier Hawk, Vilekin - Succubus, Voidsent - Suparna, Primal - Sylvan Groan, Spoken - Sylvan Scream, Spoken - Sylvan Sough, Spoken ##### T - Tonberry, Spoken - Tonberry King, Spoken - Titan, Lord of Crags, Primal - Twelveswood Moogle, Spoken ##### U - / ##### V - Verge Dragon, Dragon - Vouivre, Dragon ##### W - Worker Hawk, Vilekin - Worm, Vilekin ##### X - / ##### Y - Yol, Cloudkin ##### Z - Ziz, Scalekin - Zu, Cloudkin
\pagebreakNum
Overcome Her Burdens
The world of Eitherys is populated by kind folks, powerful beings and dangerous creatures, all making their ways in the world. Bring the world of Final Fantasy XIV to your Dungeons and Dragon's table with this book so that you too, can overcome Her greatest challenges. When a community comes together, stacks hands and works together its amazing what they can accomplish. This book is a testament to that collaborative spirit. I just want to say thank you again to everyone who has pitched in to populate this book with some great homebrews.
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the [GM Binder Search](https://www.gmbinder.com/search)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### More Credits Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!