FFXIV x D&D 5e - Monsters of Hydaelyn

by SilentSoren

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Monsters of Eorzea and Beyond

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Table of Contents

Chapter 1: Common Creatures

Page Creature
1 Chocobos
2 Primals
3 Tonberry
4 400gp
5 500gp
6 600gp
7 700gp
8 1000gp

Upcoming Monster Builds List

  • Adamantoise
  • Ahriman
  • Behemoth
  • Cactaur
  • Goobbue
  • Malboro
  • Persona

Ashkin

Beastkin

Cloudkin

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.


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.


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.

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.

Wild Chocobos

Though any breed of chocobo could be found in the wild, some particular breeds tend to be more wild than their domesticated brethren. From the incredibly massive, to the chaotically dangerous, one must not judge a chocobo by only its feathers.

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 13 (Natural Armor)
  • Hit Points 50 (9d10+9) Hitpoints
  • Speed 60ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 9 (-1)

  • Senses passive Perception 10
  • Languages --
  • Challenge 4 (1100 XP)

Innate Spellcasting. The Dalmascan Red's spellcasting ability is Wisdom (spell save DC 13). 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: +5 to hit, 5ft., one target. Hit: 7 (1d8+2) slashing damage.

Claw. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 6 (1d6+2) slashing damage.

Dalmascan Red's Magic

For flavour to match the world of Final Fantasy, consider Burning Hands to represent the Chocobo's Chocobreak ability, and Fireball represents ChocoMeteor. When describing the ChocoMeteor, have the Fireball come in from above as crystalized aether which releases a fiery explosion on impact.


Fat Chocobo

Huge Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 125 (10d12+60) Hitpoints
  • Speed 20ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 22 (+6) 3 (-4) 16 (+3) 10 (0)

  • Senses passive Perception 13
  • Languages --
  • Challenge 5 (1800 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: +7 to hit, 10ft., one target. Hit: 14 (2d8+4) piercing damage.

Body Slam. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 18 (2d12+4) 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.


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.

Forgekin

Primals

Primals are constructs of concentrated aether made manifest by the will of the summoner in the form of legendary figures or mythical creatures. Due to the nature of their existence, a primal must consume aether from its surroundings, thus becoming a threat to the world.


Action Oriented Monsters

I have designed the primals using the ideas put forth by Matt Colville as described HERE. Primal Actions are Villain Actions as described in the video. These are actions they use each round after one of the player character's turns.



Ifrit, Lord of the Inferno

Huge Elemental, Lawful Evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 191 (17d12+68)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 12 (+1) 14 (+2) 18 (+4)

  • Saving Throws Strength + 7, Wisdom +5, Charisma +7
  • Skills Perception +5
  • Damage Immunities Fire
  • Condition Immunities charmed, exhaustion
  • Senses Passive Perception 12
  • Languages Languages
  • Challenge 8 (3900 XP)

Crimson Cyclone. If Ifrit moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 5 (1d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Nimble Beast. Ifrit's movement is unaffected by difficult terrain.

Actions

Multiattack. Ifrit makes up to three Claw attacks or two Flame Burst attacks.

Claw. Melee Weapon Attack: +7 to hit, 10ft., one target. 14 (1d8+4) slashing damage and 1d8 fire damage.

Flame Burst. Ranged Weapon Attack: +7 to hit, 60ft., one target. 18 (2d12+4) fire damage

Eruption (Recharge 5-6). Ifrit selects a point within 30ft. of him and causes the ground to explode with fiery aether in a 20ft. radius. All creatures in the affected area must make a DC 15 Dexterity saving throw, taking 8d6 fire damage on a failure and half as much on a success. The affected area becomes difficult terrain, a creature takes 2d4 fire damage for every 5ft. of distance they travel through the terrain. The terrain remains in this state for 1d4 rounds.


Bonus Actions

Searing Wind. Ifrit forcefully releases heat from his body for a brief moment, dealing 5 (1d10) fire damage to all creatures within 10ft. of him.


Reactions

Vulcan Burst. When a creature enters melee range of Ifrit's Claw attack, Ifrit may release a forceful heatwave from his body, impacting all creatures within a 20ft. radius of him. Each creature must make a DC 15 Strength saving throw, taking 2d6 Fire damage and being pushed back 20ft. on a failure, and taking half the damage without being pushed back on a success.


Primal Actions

1. Infernal Nail. Ifrit summons a standard of crystalized fire-aspected aether at a position within 30ft. he can see. The nail begins to rapidly heat up, exploding in 2d4 rounds unless it is destroyed. When it explodes in a raging torrent of fiery aether, all creatures in a 40ft. radius must make a DC 15 Dexterity saving throw, taking 12d6 fire damage on a failure, and half as much on a success. The Infernal Nail has an AC of 14 and 50 Hit Points.

2. Incinerate. Ifrit releases a 15ft. cone of scorching flames from his mouth. Each creature in the affected area must make a DC 15 Dexterity saving throw, taking #d8 Fire damage on a failure and half as much on a success.

3. Hellfire. Ifrit allows the fiery aether of his body to burn out of control. All creatures in a 30ft. radius must make a DC 15 Dexterity saving throw, taking 6d10 fire damage on a failure, and half as much on a success.

4. Smoldering. Ifrit's body takes a moment to restoke its flames. His body hardens, gaining a +3 bonus to his AC until he starts his next turn.



Titan, Lord of Crags

Huge Elemental, Neutral Good


  • Armor Class 17 (Natural Armor)
  • Hit Points 238 (17d12+117)
  • Speed 25ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 24 (+7) 10 (+0) 16 (+3) 12 (+1)

  • Saving Throws Strength +8, Constitution +10, Wisdom +7, Charisma +4
  • Skills Perception +5
  • Damage Resistance Slashing, Bludgeoning, Piercing damage from non-magical weapons
  • Condition Immunities charmed, exhaustion
  • Senses Passive Perception 13, Tremorsense 30ft.
  • Languages Languages
  • Challenge 8 (3900 XP)

Crushing Steps. Titans's movement is unaffected by difficult terrain.

Actions

Multiattack. Titan makes up to three Fist attacks or select two targets for Weight of the Land.

Fist. Melee Weapon Attack: +7 to hit, 10ft., one target. 9 (1d8+5) bludgeoning damage.

Weight of the Land. Titan stirs the sand beneath a creature he sees within 40ft. of him. The target creature must make a DC 15 Dexterity saving throw, taking 2d10 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 15 Dexterity saving throw taking 8d6 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 in a 20ft. radius must make a DC ## Dexterity check or take 7 (1d12) 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 15 Dexterity saving throw, taking 2d10 bludgeoning damage. The affected area becomes difficult terrain.


Primal Actions

1. Geocrush. Titan magnetizes his body allowing him to leap high into the air and slam down into a point within 20ft. of his starting position. All creatures within a 20ft. radius of his landing location must make a DC 15 Dexterity saving throw or take 3d10 bludgeoning damage. The affected area becomes difficult terrain.

2. Earthen Gaol. 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 15 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.

3.Gemstone Heart. The gemstone in Titan's chest begins to glow brightly and his body begins encased in a veil. This veil grants Titan 70 temporary hit points. This may be done only once a day.

4.Earthen Fury. Titan unleashes the power of his Gemstone Heart, the energy exploding off his body in a 30ft. radius. Each creature in range makes a Constitution saving throw, taking 1d12 bludgeon damage for every 10 temporary hit points Titan has at the time of using this feature.



Garuda, Lady of the Vortex

Huge Elemental, Chaotic Evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 191 (17d12+68)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 18 (+4)

  • Saving Throws Strength + 7, Wisdom +5, Charisma +7
  • Skills Perception +5
  • Damage Immunities Fire
  • Condition Immunities charmed, exhaustion
  • Senses Passive Perception 12
  • Languages Languages
  • Challenge 8 (3900 XP)

Actions

Multiattack. Ifrit makes up to three Claw attacks or two Flame Burst attacks.

Claw. Melee Weapon Attack: +7 to hit, 10ft., one target. 14 (1d8+4) slashing damage and 1d8 fire damage.

Flame Burst. Ranged Weapon Attack: +7 to hit, 60ft., one target. 18 (2d12+4) fire damage

Eruption (Recharge 5-6). Ifrit selects a point within 30ft. of him and causes the ground to explode with fiery aether in a 20ft. radius. All creatures in the affected area must make a DC 15 Dexterity saving throw, taking 8d6 fire damage on a failure and half as much on a success. The affected area becomes difficult terrain, a creature takes 2d4 fire damage for every 5ft. of distance they travel through the terrain. The terrain remains in this state for 1d4 rounds.


Bonus Actions

Searing Wind. Ifrit forcefully releases heat from his body for a brief moment, dealing 5 (1d10) fire damage to all creatures within 10ft. of him.


Reactions

Vulcan Burst. When a creature enters melee range of Ifrit's Claw attack, Ifrit may release a forceful heatwave from his body, impacting all creatures within a 20ft. radius of him. Each creature must make a DC 15 Strength saving throw, taking 2d6 Fire damage and being pushed back 20ft. on a failure, and taking half the damage without being pushed back on a success.


Primal Actions

1. Infernal Nail. Ifrit summons a standard of crystalized fire-aspected aether at a position within 30ft. he can see. The nail begins to rapidly heat up, exploding in 2d4 rounds unless it is destroyed. When it explodes in a raging torrent of fiery aether, all creatures in a 40ft. radius must make a DC 15 Dexterity saving throw, taking 12d6 fire damage on a failure, and half as much on a success. The Infernal Nail has an AC of 14 and 50 Hit Points.

2. Incinerate. Ifrit releases a 15ft. cone of scorching flames from his mouth. Each creature in the affected area must make a DC 15 Dexterity saving throw, taking #d8 Fire damage on a failure and half as much on a success.

3. Hellfire. Ifrit allows the fiery aether of his body to burn out of control. All creatures in a 30ft. radius must make a DC 15 Dexterity saving throw, taking 6d10 fire damage on a failure, and half as much on a success.

4. Smoldering. Ifrit's body takes a moment to restoke its flames. His body hardens, gaining a +3 bonus to his AC until he starts his next turn.

Scalekin

Seedkin


Cactaur

Small Plant, Unaligned


  • Armor Class 14
  • Hit Points 56 (7d10+21) Hitpoints
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 8 (-1) 14 (+2) 10 (0)

  • Senses passive Perception 12
  • Languages --
  • Challenge 1 (100 XP)

Return Fire. When the Cactuar is hit by a melee weapon attack, needles are ejected from its body dealing 3 piercing damage.

Actions

Kick. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Hundred Needles (Recharge 5-6). The Cactaur releases a shower of needles in a 10ft. radius around itself. All creatures in the affected area must make a DC 14 Dexterity saving throw, taking 20 (4d8) piercing damage on a failure, and half as much damage on a successful save.


Gigantaur (INC)

Large Plant, Unaligned


  • Armor Class 14
  • Hit Points 56 (7d10+21) Hitpoints
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 8 (-1) 14 (+2) 10 (0)

  • Senses passive Perception 12
  • Languages --
  • Challenge 1 (100 XP)

Return Fire. When the Cactuar is hit by a melee weapon attack, needles are ejected from its body dealing 3 piercing damage.

Actions

Kick. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Hundred Needles (Recharge 5-6). The Cactaur releases a shower of needles in a 10ft. radius around itself. All creatures in the affected area must make a DC 14 Dexterity saving throw, taking 20 (4d8) piercing damage on a failure, and half as much damage on a successful save.


Malboro (INC)

Large Plant, Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 56 (1d10+7) Hitpoints
  • Speed 35ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 24 (+7) 7 (-2) 14 (+2) 10 (0)

  • Senses passive Perception 12
  • 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 1# Constitution saving throw, becoming blinded on a failure for 1d4 rounds.

Actions

Kick. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 6 (1d6+3) bludgeoning 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 1# Constitution saving throw, taking #d# poison damage and becoming paralyzed on a failure.

Soulkin

Spoken

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.

Silent Stalkers. With a knife in their right hand, and lantern in their left, a Tonberry silently marches towards their targets, unleashing a series of violent stabs once they reach their target.

Victimizers. A creature the Tonberry is able to paralyze with its demonic ability known as Karma becomes its focus, endlessly marching towards their stunned prey, stabbing anyone who gets in their way until their reach their mark. Once in range the Tonberry will eviscerate the helpless creature.


Nymian Tonberry

Small Humanoid (Tonberry), Neutral Good


  • Armor Class 13 (Natural Armor)
  • Hit Points 42 (6d6+18) 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 Fat Chocobo 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.


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.


Reactions

Karma. 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 creature may use its action to reattempt the saving throw, ending their paralysis on a success.

Vilekin

Voidsent

Voidsent are beings who hail from the Void. They are aether starved beings who

Bomb

A bomb's temper is as hot as the arid lands which they tend to inhabit. Upon seeing an enemy, they will indiscriminately start belching out flames. While a bomb may start out around 1 fulm – not much bigger than a Hyur's head – witnesses have claimed to see them grow to the size of a small mountain in their rage.



Immature Bomb

Tiny Fiend (Voidsent), Unaligned


  • Armor Class 12
  • Hit Points 42 (7d4+21) Hitpoints
  • Speed 30ft. (Hover)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages Infernal
  • Challenge 1/4 (100 XP)

Enflamed Body. When a creature makes a successful melee weapon attack against the bomb, they take 1d6 fire damage.


Actions

Fire Claw. Melee Weapon Attack: +1 to hit, 5ft., one target. Hit: 5 (1d8) fire damage.

Flame Spit. Ranged Weapon Attack: +4 to hit, 30ft., one target. Hit: 5 (1d8) fire damage.


Reactions

Self Destruct. When the Bomb is has lost half its hit points, its body becomes unstable. When it takes damage and it survives the damage, as a reaction it may choose to explode in a burst of flames. All creatures in a 10ft. radius must make a DC 13 Dexterity saving throw, taking 3d4 fire damage on a failure and half as much on a success. The Bomb's hit points are reduced to 0 after taking this reaction.



Bomb

Tiny Fiend (Voidsent), Unaligned


  • Armor Class 14
  • Hit Points 84 (14d4+42) Hitpoints
  • Speed 30ft. (Hover)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages Infernal
  • Challenge 2 (300 XP)

Enflamed Body. When a creature makes a successful melee weapon attack against the bomb, they take 1d6 fire damage.


Actions

Fire Claw. Melee Weapon Attack: +1 to hit, 5ft., one target. Hit: 5 (1d8) fire damage.

Flame Spit. Ranged Weapon Attack: +5 to hit, 30ft., one target. Hit: 10 (2d8) fire damage.

Swell. The Bomb forcefully grows its body, increasing its internal body heat. The creature's size increases by one size tier. Its size cannot grow beyond Large in this way. The bomb's AC is reduced by 1 each time it grows in size and it gains temporary hit points equal to its Constitution modifier multiplied by the number of size tier increases it has experienced.

Detonate (Recharge 5-6). The Bomb releases all of its pent up energy in an explosion around itself. All creatures in a 10ft. radius make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failure and half as much on a success.

For each size tier increase the bomb has undergone, the range of this action increases by a radius of 10ft and the damage is increased by 2d6 fire damage. The Bomb returns to its original size and loses all of its temporary hit points after using this action.


Reactions

Self Destruct. When the Bomb is has lost half its hit points, its body becomes unstable. When it takes damage and it survives the damage, as a reaction it may choose to explode in a burst of flames. All creatures in a 10ft. radius must make a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failure and half as much on a success. The Bomb's hit points are reduced to 0 after taking this reaction.

For each size tier increase the bomb has undergone, the range of this action increases by a radius of 10ft and the damage is increased by 2d6 fire damage.

After using this Reaction, the bomb drops to 0 hit points.

Flan

Deep in caves and grottos writhe with fluctuating aether, you will likely find gelatinous beasts the size of men. Born of aether, the Flan seek to consume the aether of other living beings in order to sustain themselves. Whether they continue to feed on a violent aetheric source or the bodies or unfortunate souls, Flans are deadly, yet dimwitted creatures that seek to use vile magicks to hunt and sate their hunger further.


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.

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.

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

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.

Wavekin

Beast Races of Eorzea

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.

Amalj'aa 7

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.

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.

Ananta 6.5

Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.

Age.

Alignment.

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.

Eorzean Kobold 6

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.

Alignment.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your base burrowing speed is 15ft.

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.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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.

Eorzean Sahagin 6.5

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.

Gnath 5.5

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.

Alignment.

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.

Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Ixal 5.5

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.

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.

Natural Weapon. You are proficient with your unarmed strikes, which deal 1d4 slashing damage.

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.

Kojin 6.5

Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.

Age.

Alignment.

Size. 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.

Moogle 5

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

Age.

Alignment.

Size. Small

Speed. Your base walking speed is 10 feet. Your fly speed is 25 feet.

Mog Light. You know the Dancing Lights cantrip.

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.

Qiqirn 5.5

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age.

Alignment.

Size. 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.

Natural Weapon. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on hit.

Nimble. You can move through the space of any creature that is of a size larger than yours.

Sylph 5.5

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.

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.

Vanu Vanu 5.5

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. Medium

Brave. You have advantage on saving throws against being frightened.

Natural Armor. You have a natural armor bonus of +2. When unarmoured, your AC is equal to 12 + your dexterity modifier.

Scavenger. You have proficiency in the survival skill.

Tribal Dancer. You have proficiency with the performance skill.

Namazu

Bangaa

Lupin

Mamool Ja

Nu Mou

Seeq

Practice

Safe

Homebrewing

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