FFXIV World Compendium

by Remmus2k

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FFXIV World Compendium

Spoiler Alert!

This Sourcebook contains spoilers for Shadowbringers expansion and it will contain Endwalker spoilers, if you have not yet completed the Main Story I recommend playing through that first. There were some plot elements that were introduced in that expansion that changes the way we fundamentally see the lore. These spoilers also inspired me to create new ideas that GM's can use to use to tell their own version of this story.

Preface

This document was created in inspiration by SilentSoren and the original creation of Final Fantasy XIV by Square Enix. This source book is meant to be used in conjuction with the FFXIV Class Compendium made by SilentSoren and with the Dungeon and Dragons 5e Players Handbook.

To summarize we're aiming to make SilentSoren's FFXIV Companion Guide is the FFXIV x D&D Players Handbook and this book the FFXIV x D&D Dungeon Masters guide

This source book is a fan love letter, we made this because of the love of the world that Square Enix put together for Final Fantasy, I do not take credit for anything that is in this document and this is purely a fan made compilation of the lore that is already out. I will try to be accurate to the source material as much as possible out of respect of the universe that Square Enix put together, however there will be new ideas that are brought up by me that are completely optional, I will be upfront about this and will label the fan creation parts of this as such. The implementation of the story may completely vary depending on which era this story is told from and scenarios will have different story hooks depending on GM choice so please be mindful of this.

Please support both SilentSoren and the original game Final Fantasy XIV.

Sources

  • www.finalfantasy.fandom.com/wiki
  • Encyclopedia Eorzea
  • Sync Weaver's Youtube Channel
  • In-game text
  • ffxiv.gamerescape.com
  • ffxiv.consolegameswiki.com
  • Lore Compilations by MirkeMenagerie
  • Lore timeline from TheWorstAvatarEver

Feedback/Discord

We primarily use discord for feedback but you can also use the GMBinder contact button to provide me any feedback. I am open to any constructive criticism and know that I have much to learn. Our discord server is at https://discord.gg/mGwR8sW24r . If you want other FFXIV x D&D communities then I highly recommend going to the FFXIV x D&D Subreddit at https://www.reddit.com/r/FFXIVxDnD

Timeline

FFXIV has a deep and rich lore that scales back for generations. This compendium is written in the perspective of recent in-game history which at the time of writing, is the expansion Shadowbringers but nothing is preventing the Game Master from taking inspiration from any point in Eorzean history. Some of my fan creation will be centered around the near future.

Balance

This book is under heavy work in progress, as a result the balance of the game may be completely off. If any games are derailed or if something seems off with the balance, please let me know! any feedback is welcome as long as its constructive.
I am with the mindset that I will publish first and fix later, as a result things may be broken! You have been warned!
I am not responsible for any ruined games.

Special Thanks To:

  • SilentSoren
  • It's Naga
  • Nate_Ranney
  • Avid
  • Avalon5K
  • Vivid_Steel
  • BadIdea
  • Alessio
  • RamblaRahl

Table of Contents

Introduction


In The Beginning

It all began with a crystal, a crystal so bright and full of life, it can be mistaken as the brightest star in the sky. Thus the crystal, was named after the feeling it spread, the Mother Crystal.

Mother Crystal

Her purpose is quite clear to all, to safeguard and create life and spread its warmth to all living things. She is the very producer and essence of all life. She is the mother of all and the beginning of our story.

Her Origin

From within the darkness, came a shine, that shine came forth from but a speck of matter, this matter formed to become a crystal and overtime that crystal grew. The gem started to grow a consciousness and had but one thought, life

Thus matter became real; water, earth, fire, wind, ice, and lightning. Two other attributes came to be and is the alignment of all life: Light and Darkness, Harmony and Malice, Good and Evil.

Creation of the World

When Hydaelyn grew and gain consciousness she created twelve gods that governed life. Each god was tied to an element of some form and had their own responsibility. Light came from Hydaelyn like flowing water, mountains burst from within her, waters sprung out and created oceans and rivers, winds gushed out and mixed with both earth and water, forming canyons and rain, the lands became green and then it was teeming with life. Creatures of all shapes and sizes came to be. First it was the beasts upon the land and then it was the races.

Races of The Source

These races were primiative, they were young and knew nothing of the world around them. Their curiosity took them to explore the world and thus they created civilization. There are 9 main races on The Source: Au Ra, Elezen, Garlean, Hrothgar, Hyur, Lalafell, Miqo'te, Roegadyn, and Viera. There are also countless beast tribes, humanoids that are conscious but also have more animal traits than humanoid. All of the races on The Source had the spark of ingenuity and adventure, they quickly adapted to the world around them and bent it to their will. They created inventions, learned how to thrive on the land, and make use of its fruits. However, despite the innocence that is prevalent in them, darkness, however was mysteriously present, twisting individuals to its will and created evil. This is not a product of Hydaelyn, but something else; something more malicious and devoid of love. This evil came from something that is ancient as Hydaelyn itself, a being so powerful that it matched the divinity of Hydaelyn, this being is known to some as Zodiark. For more details about each race, please see FFXIV D&D Compendium from SilentSoren


Zodiark

For there is light, so too must be darkness and for as long as creation exists the void of nothing will always persist. Zodiark is the opposite of Hydaelyn and the embodiment of darkness. At some point after the world was created, the light found the darkness and won the battle. This battle was so intense that it split the world into 13 shards, this event is called the Sundering. For now, Zodiark lies improsioned on the moon of this planet Menphina where he is biding his time while scheming and spreading his darkness to all of the worlds. His loyal agents, the Ascians, serve him and will stop at nothing to incite an event called the Rejoining which will undo the Sundering and bring all 13 shards whole again. Once this happens, Zodiark will be let free from Menphina and will be able to do whatever he pleases.

The Ascians

also referred to as Paragons and Bringers of Chaos, are a mysterious cult scattered across the 13 shards who taught the beast races of Eorzea how to summon primals from the aether. According to legend, Ascians arrive in times of need to lead those in darkness to the light of the primals. In truth, they have hidden agendas revolving around their deity Zodiark. They generally appear wearing masks and black robes and are known to possess people to further their goals. They are immortal and lived before the sundering during the times of the Ancients

The Ancients

Mysterious beings who are able to freely weave their aether into various forms of life given a defined concept. They lived in harmony with nature until a great Calamity known as the Final Days that afflicted the planet, causing the Ancients' power to run wild and create unspeakable horrors and supernatural disasters. To halt it, the Ancients combine their powers to bring forth an incarnation of the will of the Star, Zodiark, who is able to halt the calamity and restore the cycle of life. This endeavor costs the lives of the majority of the Ancients' race. As the Ancients were sacrificing themselves to Zodiark, a group disagreed and summoned Hydaelyn in order to act as Zodiark shackles, which they think had prevented the destruction of all life.

In the end, many Ancients died and left the land barren of sentient life, but there was still hope and eventually life came to be as it is now. Surprisingly, Some ancients survived and named themselves the Ascians. Zodiark promised those loyal ascians, that if they rejoin all 13 shards, and brake his shakles, he will bring back the Ancients their former glory and restore their people

The Truth

Nobody truly knows how the world was formed, The Ascians say Hydaelyn and Zodiark was made by them in order to balance creation, but the Eorzeans say that Hydaelyn, through the twelve, created all life. What is really true is really up to the DM.

The Source

Hydaelyn, also known as the Source, is the primary setting of Final Fantasy XIV. It shares its name with the Mothercrystal who guides heroes that it calls upon.

This world is the original star from which Hydaelyn's thirteen reflections were sundered.

There are three main continents; Ilsabard, the continent on which the Garlean Empire was founded; Othard, a continent whose nations subjugated and absorbed into the Empire around twenty-five years prior to the game, and Aldenard, home to the realm of Eorzea and the main explorable continent of the game thus far.

Eorzea

is comprised of Aldenard, the westernmost of the Three Great Continents, and its surrounding islands, the realm of Eorzea has been the cradle of several unique civilizations throughout history. Towering mountains dominate the north, their peaks forever lashed with icy winds; to the south, a bleak expanse of unforgiving desert holds sway.

The Black Shroud

The Black Shroud, also known as the Twelveswood, is a large forest in central Aldenard. Within these dense woodlands lies the city-state of Gridania; well known in Eorzea for its forestry, agriculture, carpentry and leather working trades.

Thanalan

In the southern reaches of Aldenard is a large arid region called Thanalan. In it's southern most reaches lies the great Sagolli Desert and far to the east is Pagl'than, ancestral home of the Amal'jaa.

The city-state of Ul'dah is located in these deserts. It is a popular location for visitors to partake in its fighting arenas and gambling halls. The Ul'dahn culture is known for its affluence. Despite historically being claimed sovereign by the sultan, it is under the rule of the Syndicate, an elite group comprising of the six wealthiest and most influential members of society.

2
PART 1 | EORZEA

Mor Dhona

Located near the west-center of Aldenard is Mor Dhona. This area is notable for a large derelict airship dominating the landscape, the Keeper of the Lake. Since the Calamity, many large crystalline deposits can be found dotting the area, including an immense Crystal Tower. As inhospitable as it is, the region has attracted many adventurers, resulting in the creation of the burgeoning town of Revenant's Toll.

Coerthas

This mountainous region contains the city-state of Ishgard. Originally featuring a temperate climate, the Calamity resulted in a transition to severe wintry conditions which have unrelentingly persisted in the years since.

Dravania

A region to the east of Coerthas featuring a temperate climate. The Dravanian Forelands and the floating isles around the peak of the mountain Sohm-Al have long been the territory of the broods of Hraesvelgr and Nidhogg. The Dravanian Hinterlands fall outside of this area, and subsequently allowed scholars from Sharlayan to found an outpost here of the same name. Since it's abandonment, a group of goblins and adventurers have made an alliance to retake the city, dubbing the Cenotaph and area immediately surrounding it "Idyllshire".

Abalathia's Spine

The mountain range that takes ups the northern part of Aldenard and prevents access to it's northern coast. It's large peaks host the Sea of Clouds, upon which float numerous islands thanks to their concentrations of wind crystals.

Gyr Abania

In the north-east of Aldenard lies Gyr Abania, a dry and mountainous region home to the city-state of Ala Mhigo. Due to the occupation of the Garlean Empire and the construction of Baelsar's Wall they were cut off for 20 years but due to the heroics of adventurers, Ala Mhigo was liberated, and the city state has joined in an alliance with the Three Grand Companies.

Ilsabard

Little is known about Ilsabard's geography, but it is known to be cold and mountainous in the north, there are temperate plains in the south where the Seeq originate, and according to Bajsaljen the southern coast of the continent is plentiful in foggy wetlands such as Gangos. Though it was once populated by many smaller nations, most have been subjugated by Garlemald and become its territories.

  • The capital city of Garlemald itself is in the north.
  • Bozja, the homeland of the Hrothgar, is in the far southeast near the Othardian kingdom Dalmasca. In addition to Hrothgar it is also known to be home to Hyur and Roegadyn.
  • Bozja Citadel was the former capital of Bozja until it was destroyed 15 years ago years ago by Midas nan Garlond's experiments with Dalamud, in an event known as the Bozja Incident. All that is left now is Firelight's Coffin, a crystallized crater visible from the Bozjan Southern Front.
  • Gangos is a wetland on Bozja's southern coast used as the base of operations for the Bozjan Resistance.

Othard

Many parts of Othard is under control of Garlemald, having invaded it once they began expanding out of Ilsabard. It was home to the city-state of Doma before its people rebelled against the imperial control and were forced to flee before their home was razed to the ground. The Garlean occupation has resulted in increasing numbers of displaced Au Ra seeking refuge in Eorzea.

Hingashi

A Far Eastern archipelago off the eastern coast of Othard, Hingashi is made up of three notable islands. It has a very strict isolationist policy and only one port, Kugane, located on Shishu, its westernmost island, is open to foreign trade. Koshu, the largest island, is the location of Bukyo, the capital of the bakufu government. The third island, Shirogane is within the domain of Kugane's bugyo and is a residential district for foreigners.

Yanxia

Through Yanxia flows the One River, upon whose shores the city-state of Doma has been built. It was occupied by Garlean rule, until it was liberated with the help of adventurers and domans under the leadership of Hien Rijin. Although it was crumbled by imperial rule, it now has a hopeful future and is in the middle of being rebuilt.

The Azim Steepe

A vast expanse of grassland that stretches across the far reaches of northern Othard, the Azim Steppe is said to be the ancestral home of the Au Ra, and remains to this day the home of the nomadic Xaela clan. Devout worshipers of the Dawn Father and the Dusk Mother─Azim and Nhaama─the Xaela are known for their unique set of beliefs. They are divided into fifty different tribes, all of which are very territorial and are engaged in a constant and fierce battle for land.

The Ruby Sea

Separating Othard and Hingashi yet ruled by neither, the Ruby Sea has, for as long as anyone can remember, been controlled by the Confederacy. To this day it remains free of any outside influence and is inhabited by a variety of peoples and beastmen, including the turtle-like Kojin. It also holds a spiraling tower Heaven-on-High, that pierces the heavens with no end on sight.

The Burn

A vast desert situated between the Tail Mountains and The Skatay Range depleted of almost all Aether in its surroundings. Hidden in its sands are several Allagan facilities, and it is later revealed that Azys Lla was originally lifted from this region. The Domans, with the help of the Garlond Ironworks and the Scions, managed to restore an aetheric barrier which prevents any movement through it, rendering it it literally impassable.

Chapter 1: The World

Dieties and Calamities

The Twelve

The Twelve are a pantheon of deities revered by the majority of Eorzea's populace. They are said to have ruled the continent and its surrounding islands until the arrival of wandering tribes. Impressed by the resilience of the primitive settlers, each of the Twelve mercifully saw fit to ensure their welfare.

Diety Domains

These are the deities in FF14 for clerics, druids, warlocks with the Divine patron, and sorcerers with the Divine Soul bloodline. This is not a complete document as more deities could be added in future expansions.

  • Althyk Knowledge, Twilight
  • Azeyma Light, Knowledge
  • Azim Light, Life
  • Byregot Forge, Knowledge
  • Halone War, Order
  • Llymlaen Nature, Tempest
  • Menphina Life, Peace
  • Naldthal Death, Grave
  • Nhaama Tempest, War
  • Nophica Nature, Peace
  • Nymeia Order, Twilight
  • Oschon Forge, Trickery
  • Rhalgr Tempest, War
  • Thaliak Arcana, Knowledge

Halone

Halone, the Fury, mover of glaciers and goddess of war, commands the element of ice and is tied to the First Astral Moon (first month). She is depicted as a relentless warrior holding a bronze greatshield, and her symbol is three spears. Halone is the patron of the Holy See of Ishgard, and is bitter rivals with Nophica.

Menphina

Menphina, the Lover, keeper of the once-twin and now-lone moons and the goddess of love, commands the element of ice and is associated with the First Umbral Moon (second month). She is depicted as a maid carrying a round skillet. Her symbol is the full greater moon. Menphina is the younger sister of Azeyma, and the divine lover of Oschon.

Dalamud was often referred to as "Menphina's Loyal Hound" prior to its fall; during the advent of the Seventh Umbral Era, this often changed to less flattering things like "Menphina's Bastard Hound".

Thaliak

Thaliak, the Scholar, ruler of rivers and wisdom and god of knowledge, commands the element of water and is tied to the Second Astral Moon (third month). He is depicted as a reserved scholar holding an ashen staff, and his symbol is the scroll. Thaliak is Byregot's teacher, and the father of Llymlaen. He is the patron of Sharlayan.

Byregot

Byregot, the Builder, purveyor of architecture and industry and god of the arts, commands the element of lightning and is tied to the Fourth Astral Moon (seventh month). He is depicted as an ardent smith holding a two-headed hammer, and his symbol is the hand. Byregot is the son of Rhalgr and the elder brother of Halone. Byregot is also Thaliak's pupil.

Rhalgr

Rhalgr, the Destroyer, breaker of worlds and god of destruction, commands the element of lightning and is tied to the Fourth Umbral Moon (eighth month). He is depicted as a magi carrying a bronze staff, and his symbol is the streaking meteor. Father of both Byregot and Halone, he is the attendant to Nymeia, and guardian deity of the now fallen nation of Ala Mhigo.

Azeyma

Azeyma, the Warden, keeper of the sun and goddess of inquiry, commands the element of fire and is tied to the Fifth Astral Moon (ninth month). She is depicted as a noble lady holding a golden fan, and her symbol is the radiant sun. She is the mother of Nophica, the elder sister of Menphina, and the daughter of Althyk.

Nymeia

Nymeia, the Spinner, the watcher of celestial bodies and goddess of fate, commands the element of water and is associated with the Second Umbral Moon (fourth month). She is depicted as a weaver donning a white, silken veil. Her symbol is the spinning wheel. She is the elder sister of Althyk, and the master of Rhalgr.

Oschon

Oschon, the Wanderer, ruler of the mountains and god of vagrants, commands the element of wind and is associated with the Third Umbral Moon (sixth month). He is depicted as a carefree ranger wielding a bow of yew. His symbol is the walking stick. Oschon is the brother of Nald'thal, a close companion of Halone, and the divine lover of Menphina. He is the patron of the ancient city of Nym and the Miners' Guild.

Llymlaen

Llymlaen, the Navigator, watcher of the seas and goddess of navigation, commands the element of wind and is tied to the Third Astral Moon (fifth month). She is depicted as a strong fisherwoman holding a long-bladed harpoon, and her symbol is the wave. Llymlaen is the daughter of Thaliak and the elder sister of Nophica. Llymlaen is also the patron of Limsa Lominsa.

Nald'thal

Nald'thal, the Traders, overseer of transactions and the underworld and god of commerce, commands the element of fire and is tied to the Fifth Umbral Moon (tenth month). Nald'thal is depicted as a discerning merchant holding a balance, and his symbol is the cowry, an ancient shell currency. Oschon is Nald'thal's brother. Nald'thal is actually the single manifestation of the twins Nald and Thal.

Nophica

Nophica, the Matron, tender of soils and harvests and goddess of abundance, commands the element of earth and is tied to the Sixth Astral Moon (eleventh month). She is depicted as a jubilant farmer holding a steel scythe, and her symbol is the spring leaf. Daughter of Azeyma, Nophica is the younger sister of Llymlaen, and the bitter rival of Halone. Nophica is also the patron of Gridania.

Althyk

Althyk, the Keeper, the surveyor of change and god of space and time, commands the element of earth and is associated with the Sixth Umbral Moon (twelfth month). He is depicted as an austere emperor wielding a mythril greataxe. His symbol is the hourglass. He is the father of Azeyma and Menphina, and elder brother to Nymeia.

The Kami

No divine domains are listed as thier is no official list of deities in FF14 as the kami also include numerous spirits. The DM is encourged to use the Japanese deities from previous editions for a base and any other homebrewed deity.

Sample Diety : Sakura-Minako

Alignment: Neutral Good Lesser Deity

  • Symbol: Three Sakura blossoms in a triangle
  • Domains: Nature, Life

Though recognized as one of the Kami she is primary worshipped by the Au Ra of Hingashi. She is prayed to ensure bountiful crops and the cherry tree is considered sacred to her. Outside of Hinagashi, Auri clerics and druids worship her as she is more understandable to them than Nophica.

Eorzean Calendar

The Eorzean Calendar's year consist of the moon, Menphina, revolving around Hydaelyn's two astral and umbral poles while fluctuating between each of the six elements. In this, the year can be said to be the length of twelve moons.

There are twelve months total, consisting of 32 days each

Month Element Name
1 Ice First Astral Moon (Halone)
2 Ice First Umbral Moon (Menphina)
3 Water Second Astral Moon (Thaliak)
4 Water Second Umbral Moon (Nymeia)
5 Air Third Astral Moon (Llymlaen)
6 Air Third Umbral Moon (Oschon)
7 Thunder Fourth Astral Moon (Byregot)
8 Thunder Fourth Umbral Moon (Rhalgr)
9 Fire Fifth Astral Moon (Azeyma)
10 Fire Fifth Umbral Moon (Nald'thal)
11 Earth Sixth Astral Moon (Nophica)
12 Earth Sixth Umbral Moon (Althyk)

Days of the week

There are 8 days in a week, based on the six elements along with light and dark.

Firesday --> Earthsday --> Watersday --> Windsday --> Iceday --> Lightningday --> Lightsday --> Darksday

Currency

Gil

is the currency of the entirety of the shard of Hydaleyn. There are many ways for adventurers to earn Gil, some of which involve slaying monsters, completing quests, selling items and equipment.

Cost

To keep things consistent with the D&D 5e Players Handbook, you can use its prices but convert them. Gold will take the 100s place, Silver 10s, and Copper the 1's. For example if a potion costs 50 Gold Pieces then it will equate to 5000 Gil. If an basket costs 4 SP then it will cost 40 Gil. If a pitcher of ale costs 2 CP then it will be 2 Gil and so on.

Allagan Tomestones

They are solid-state data archives used by the Allagan Empire, a civilization that thrived during the Third Astral Era, and as such are considered very valuable. There are numerous organization, scientists, and historians that would love to collect this and would reward you handsomly. Rowena is the most notable figure that collects these and would provide adventurers with magically enchanted gear in exchange for them.

Languages

Eorzea is home to many different races and cultures. Every race has their own select language and we also see languages separated by region such as seen with the Sharlayans, Dalmascan and Hingashi. Some languages are not in use except for a select few people such as seen with Ancient Sea wolf and the Ascian language. Languages are an important part in the immersive role-playing experience and a crafty story telling technique in the GMs toolbelt.

The Common Tongue "Hyur"

The most common language in Eorzea is simply known as the common tongue or referred to as "Hyur", barely half of the population of Eorzea is able to read or write. The Eorzean language is also spoken among beast tribes, although many have their own ticks and quirks about it. It has its own script that resembles latin and you can swap out latin characters with Eorzean script. Every race and culture can speak this language.

The script used for this common tongue is shown below.














Other Languages

  • Padjal (“Padjali”)
  • Elezen
  • Roegadyn
  • Lalafell ("Lalafellin")
  • Miqo'te ("Huntspeak")
  • Xaela ("Auri")
  • Amalj'aa ("Amaljic")
  • Ixal ("Ixali")
  • Sylph ("High Sylphic")
  • Sahagin ("Sahaginspeak" / "Rhotano Bloodcant")
  • Moogle ("Mooglespeak")
  • Vanu Vanu
  • Gnath & Vath ("Gnathic")
  • Goblin ("Gobbiespeak")
  • Dragonic ("Dragonspeak")
  • Eastern ("Hingan" / "Doman")
  • Dalmasca ("Dalmascan")
  • Garlean

Rare or Antiquated Languages

  • Ancient Sea Wolf
  • Ascian
  • Allagan ("High Allagan" / "Imperial Tongue")
  • Ancient Ivalice ("High Ivalician")

Calamities

A Calamity is a cataclysmic event that signals the end of an Astral Era, thus leading into a time of hardship known as an Umbral Era. Though there have been seven Calamities total in the history of Eorzea[1], most instances of "The Calamity" refer to the Seventh Umbral Calamity—the descent of Dalamud (the second moon) in the year 1572 of the Sixth Astral Era, leading to the release of Bahamut at the Battle of Carteneau.

Seventh Umbral Calamity

The Seventh Umbral Calamity, often known simply as the Calamity, ended the Sixth Astral Era. Foretold in the Divine Chronicles, the prophesied cataclysm that brought the Seventh Umbral Era was long considered apocryphal.

The Seventh Umbral Calamity was brought about by the Meteor Project of the Garlean Empire—a plan intended to bring the lesser moon Dalamud crashing down onto the realm of Eorzea.

Though the VIIth Legion was routed and Van Darnus defeated at Rivenroad, the lesser moon of Dalamud continued its descent. Archon Louisoix and the Circle of Knowing implored the people of Eorzea to pray to the Twelve, while the Eorzean Alliance gathered to meet what remained of the VIIth Legion at ground zero of Dalamud's impact: Carteneau Flats.

As the Battle of Carteneau waged, the moon broke apart to reveal the Elder Primal Bahamut. Freed from millennia of imprisonment, Bahamut razed the realm in his fury. Louisoix attempted his ritual and failed, but sent the adventurers who aided him away into an aetherial rift. Light engulfed the battlefield, ruining several landscapes.

Since then, Eorzean citizens have recovered, but the effects of the calamity still lingers in the outskirts of society.

Bahamut

Originally one of the First Brood of Midgardsormr, Bahamut perished during the twilight of the Third Astral Era while defending Meracydia from an invasion by the the reborn Allagan Emperor Xande who set about his campaign making a covenant with the Cloud of Darkness. Tiamat led her remaining children in summoning a primal in the original Bahamut's image to "resurrect" him; the summoned Bahamut, however, was nothing like the original Bahamut. Despite the new "Bahamut's" efforts, the Ascians taught Xande the means to subdue the Dreadwyrm with the Allagan machine Omega, resulting in the primal being incarcerated in an artificial satellite called Dalamud to collect solar energy for the benefit of the Allagan Empire.

To ensure the primal would remain in place, colossal neurolinks held him in restraint while captive dragons were kept aboard the space station in stasis to keep him summoned perpetually. Having embraced nihilism while brooding over his mortality, a rebellion having begun among the people, Xande tried to summon the Cloud of Darkness to Hydaelyn by channeling the amassed energy from Bahamut into Syrcus Tower. As this exceeded its capacity the excess of energy caused a devastating earthquake that ruined the Allagan civilization and ushered the Fourth Umbral Era.

Magic

The Lifestream

The Lifestream also known as spirit energy, is an ethereal substance that streams beneath the surface of the planet of Hydaleyn. All conscious life originates from the lifestream and in death all life returns to it. In several places, it makes springs that shoot from the ground and forms a crystaline structure. The places that are the most connected to the lifestream are usually near the floating crystals called Aetherytes.

Aether

Aether is the energy found throughout the world. It is source of both magic and life, and disruption in its flow is either the cause or indicator of catastrophic events, as evidenced by the Umbral Eras.

Aether is part of a series-wide trend to use a supernatural substance to explain the origins of magic, crystals, life, and other phenomena. Of these, aether is conceptually closest to the lifestream: both occur naturally in multiple degrees of density and both are poisonous at extreme levels. The Viera refer to aether as "Mist"

Aetherytes

Aetherytes are massive shards of crystallized aetheric mist, precisely cut and fused to arcane machinery. While it is not known when or by whom these devices were originally constructed, their teleportational qualities have become the backbone of everyday transportation throughout the realm, with most managed and operated by individual city-states.

Though the exact mechanism behind teleportation via Aetheryte is still largely a mystery, one theory states that when a sentient being approaches one of the portals, the aether that makes up its body resonates with the aether of the crystals, breaking down the being's mass, allowing it to temporarily return to the invisible aetheric streams that course throughout the planet. The being's soul, which cannot be broken down, then guides the particles to a predetermined destination, and upon arrival, the corresponding Aetheryte receptacle reconfigures the mist into its original form. This process takes only a matter of moments, allowing for nearly instant transportation to faraway destinations.

However, being broken down to the aetheric level can take its toll on one's body, and rest is often required after several consecutive jumps, especially as the distance becomes greater. As a precaution, most city-states strongly discourage over-teleporting, as it can lead to irreversible damage.

You can only Travel to Aetherytes that you have attuned to.

Aetheryte Attuning

Attuning to a Aetheryte is simple, one must simply touch the crystal with his or her hand and feel the crystal within themselves. It can be done with a short-rest and anyone could do it.

Aetheryte Shards

City-states all have a network of Aetheryte Shards that allows warping between key facilities in the city, at no cost.

Aetheryte travel exhuastion
Distance (days) Levels of Exhuastion
0-1 None, One level if used more than once
2-4 One level
5-10 Two levels
11-29 Three levels and roll a d20, if rolled a 15 or more then follow the table below for a handicap
30+ Four Levels, roll a d20, 15 or more results in a handicap and roll another d20 for a chance of death. 15 or more results in death
d6 Handicap Roll (for d6 days)
1 Blindness 4 Madness
2 Deafness 5-6 Nothing
3 D4 Health Reduce

If resting, you can recover levels of exhaustion, for details about exhaustion levels please see the D&D Players handbook under Appendix A: Conditions.

For madness, Please follow the Long-Term Madness table in Chapter 8 of the Dungeon Masters Guidebook

Aether Crystals

In areas where aether is over-abundant, giant crystals form from within the land. They can take an elemental aspect from any one of the six elements or can be unaspected.

Mor Dhona is a prime example of a land corrupted by aether which turned the place into a dangerous, lifeless place full of terrible beasts; this corruption manifested into colossal crystals which has taken over the landscape.

Wildlife that live near these creatures become more aggressive and dangerous and can take on the crystals element if aspected.

The elemental cycle
  • The spark of Lightning ignites when it strikes, and thus Fire is born.

  • The heat of Fire renders to ash all that it touches, and thus earth is born.

  • The density of Earth shuns Sun and harbors cold, and thus Ice is born.

  • The armor of Ice melts away, and thus water is born.

  • The moistness of Water mists and rises, and thus Wind is born.

  • The gusts and sighs of Wind gather the clouds, and thus Lightning is born.

Elemental Crystal

Gemstone, varies - Entire section credit to Alessio

Crystals are aether made manifest in solid form. Whenever a living entity dies, its aether dissipates and returns to the lifestream. The amount of aether that can return therein at once is, however, limited. Therefore in the case of violent and sudden death, such as that induced by a mortal wound, only part of the victim's aether returns to the planet, whereas the rest remains invisible in the atmosphere, until it precipitates in the form of these translucent multicolored gems.

Crystals are the main ingredient of crystal-based synthesis, a technique developed during the Sixth Astral Era that allows a trained craftsman with adequate tools to replicate environmental conditions otherwise hard to attain, such as the heat of a well built forge, in a much more constrained space.

Crystals come in different shapes and forms, varying on purity and elemental affinity. On the practical side, an expert enchanter can use the aether stored within a crystal to manipulate the one without, ultimately unleashing magical effects he or she would normally be able to reproduce on their own but without expending their own energies.

For less arcane adventurers they can also be easily cashed in in any city for raw gils, given the high demand for crafting trade.

Usage

A crystal works in the same way a spell scroll would do, allowing an adventurer whose class's spell list includes the crystal's magic to cast it for free. Use the same values as in the spell scroll table from the Basic Rules to determine rarity, save DC and attack bonus for a crystal of a given spell level.

The rules on the enchanter's level still apply, and the caster might need to pass an ability check to use it the same way he or she would do with a spell scroll, suffering the same consequences upon failure.

Whatever the outcome, once used the crystal dissipates, its energies immediately releasing to the purpose of unleashing the spell (or wasted into nothingness).

Crystals can hold any kind of magic, with only two requirements:

  • A crystal of a given quality can only produce magics up to a given level, as in the table below.
  • The spell must be elementally compatible with the crystal. For example, a Fireball spell can be cast from a fire-aligned crystal, but not from a water-aligned one.

Spells without an explicit elemental alignment are open to interpretation. For example, you could have a lightning crystal cast the Mage Hand spell, on the basis that it uses magnetic force to manipulate an object. Or a water crystal cast the Cure Wounds spell, based on the cleansing properties of water.

Unlike spell scrolls, a crystal's spell cannot be copied in a caster's spellbook, if he or she uses any.

Crystal Spell Level Value
Dim Crystal Shard Cantrip 1,500 gil
Dim Crystal 1st 2,500 gil
Dim Crystal Cluster 2nd 25,000 gil
Crystal Shard 3rd 50,000 gil
Crystal 4th 250,000 gil
Crystal Cluster 5th 500,000 gil
Clear Crystal Shard 6th 1,500,000 gil
Clear Crystal 7th 2,500,000 gil
Clear Crystal Cluster 8th 5,000,000 gil

Note: There are no 9th level spell crystals. Magic of that level is too powerful for any crystal to have enough energy to reproduce.

Optional Rule: Elemental Shifting

If you wish so, you can drop the elemental restrictions and twist the spell on the fly in such a way that it becomes a variant compatible with the crystal's element.

For example, when cast by a water crystal, the Fireball spell would unleash an explosion of high pressure water, dealing piercing rather than fire damage.

Variant: Spell Slot Battery

Instead of binding crystals to specific spells like scrolls do, you can chose to have a spellcaster consume it instead of one of its spell slot to cast a spell he or she already knows.

The restrictions on elemental compatibility still apply.

Astral and Umbral

Eorzean scholars believe that the elements are drawn to two polarities, Astral and Umbral, which represent active and passive states of aether. Where fire-aspected aether in Astral alignment may manifest as a wildfire, fire-aspected aether in an Umbral alignment may manifest as a dry heat.

The elements most commonly found in an Umbral state are Water, Earth, and Ice, with Ice being most closely associated with stasis. Those most commonly found in an Astral state are Wind, Fire, and Lightning, with Lightning being the element most closely associated with activity. Despite this, it is possible to find any of the six elements in an Astral or Umbral alignment.

Unaspected aether (aether that has a balanced elemental aspect) can also be pulled to an Umbral or Astral state. For example, the Seventh Umbral Calamity, wrought by Bahamut's wrath, is said to have been a Calamity of all elements in an astral state.

On the First, the implications of "active" and "static" are reversed. Seeing "activity" as akin to all colors coalescing into black, active effects are identified with Darkness. Likewise, seeing "passivity" as similar to the complete absence of hue, such effects are identified with Light. This understanding is revealed to be closer to the truth, with the Source understanding the observable effect, but the First coming closer to the primordial forces at their root.

Primals

Through the Ascians' actions, certain parties like the Beast Tribes learn to use the aether to "summon" embodiments of their desires called primals. The usual primals are those revered by their respective Beast Tribes as gods and are sustained by massive amounts of aether and hoarded crystals. There are also primals summoned by a single person with a strong desire, sometimes transformed into the primal itself with gradual madness as a side-effect of prolonged use. Primals are usually tied to an element.

As disproportionately high concentrations of aether, being around a primal can be dangerous as adventurers cannot stay in their lair for too long. Those who are gifted with the echo by Hydaelyn, seem immune to this effect. In the long term primals will consume aether from their surroundings, and if left unchecked, would drain the land of aether.

Primal Statblocks

Primal Tempering

Primals could take over a persons will with effects similar to mind control. Adventurers could prepare spells or potions in order to prevent this or they must make a wisdom saving throw.

FC -In a pinch, a spell caster could cast a spell with the opposite element of the primal in order to dispel the mind control but this must be done shortly after the victim is mind controlled; if a victim is mind control past one day then the only way to cure it is through a technique called untempering that is taught by very few experienced spell casters. This technique was only recently discovered and it is quite draining, thus making its services quite costly. In the each of the Three Grand Companies Capitals there should be atleast one person that can do this.

Levels of Enthrallment

On every failed wisdom saving throw, add one level of tempering, when you go up a tempering level, all previous status effects are still in effect.

Level Effect Description
1 1 Level of Exhaustion You find it harder to think and focus
2 Loss of control, after 10 minutes make a wisdom saving throw to regain control You feel an overwhelming presence that is trying to control your every action
3 Hit Points Halved Your body starts to become twisted and you adapt characteristics of the element related to the primal
4 Permanent Character Loss Your body is completely transformed and you become an Binah and servant of the related primal element

Untempering

To untemper a character there are a few ways and it depends on the campaign you are running. In current times, one could use a Porxie which are stationed in the towns across Eorzea.

FC - In some campaigns you could cast a spell of the opposite element to balance out a persons aether. This must be done within 10 minutes of the person going down a tempering level. The damage and effects of the spell being cast would continue as normal. A normal porxie could not untemper a creature that has underwent level 4 tempering; although there is a theory that a Mother Porxie can.
















Porxies

These creatures were discovered on the First shard and were created by the fey creatures of Il Mheg. They are able to absord aether and even untangible things such as dreams and nightmares. They are created out of clay and are awakened by a incantation spell. They work similarly to golems and are able to understand simple commands.

Lately they were brought over to the Source and the method of creation was passed on to Matoya and some of scholars of magic.

Game Masters can be creative with the implementation of these porxies and can be placed in locations where they fear that there may be primals involved.

Porxie Creation

The knowledge of porxie creation is quite rare, and thus expensive. In order to create a porxie you must already have a supply of clay at hand and either have the manual or be assisted by a porxie professional. A normal porxie creation would typically costs 6,500,000 Gil and takes 30 days to finish. For Mother Porxies , you will need a large energy source to activate; you would need a surplus of aether crystals, it would cost 10,000,000 Gil and takes 120 days to finish. For either of these, having a professional help you will take half the time needed to create the porxie but will typically be double the cost. Normal Porxie manuals typically cost 10 Billion Gil and Mother Porxie manuals cost 20 Billion Gil. Studying the manual back to back would typically take one long rest each day for 60 days straight, if taught by a mentor it would cost a total of 15 Billion Gil and would take half of the time required.


Porxie

Small construct, unaligned


  • Armor Class 12
  • Hit Points 17 (2d8+6)
  • Speed 10ft., fly 40ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (0) 10 (0) 8 (-1) 13 (+1) 11 (0)

  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages Understands the language of the creator but cant speak.
  • Challenge 1/4 (50 XP)

Actions

Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.

Untemper. The porxie can balance a targets aether within 15 feet, however it requires a charge. To untemper a being that has level 3 tempering, it will consume one level 3 spell slot from an allied unit, for level 2 tempering it will consume one level 2 spell slot, and so on for level 1. It can not untemper a entralled being that has 4th level tempering. This can only be done once per day.

Mother Porxies

Mother Porxies have the ability to create more porxies. The mother porxie is much larger and needs a large supply of aether crystal in order to be created. Anytime a mother porxie creates a new porxie, it will deplete a portion of its aether crystal supply and can only create a maximum of 3 porxies per day.


Mother Porxie

Giant construct, unaligned


  • Armor Class 14
  • Hit Points 122
  • Speed 10ft., fly 40ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 16 (+3) 10 (0) 13 (+1) 11 (0)

  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 13
  • Languages Understands the language of the creator but cant speak.
  • Challenge 8 (4,800 XP)

Magic Resistance. This porxie has advantage on Saving Throws against Spells and other magical Effects.

Actions

Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:10 (2d6+3) bludgeoning damage.

Create Porxie Mother porxies can create more porxies with a steady supply of aether crystals. Once this spell is cast, it will consume those resources and will leave the mother porxie exhausted. She can only create 3 porxies per day and can not cast any other spell or action once used.

Untemper (Cone). The porxie shoots out a 20 foot cone in front of it that can balance aether of all creatures inside of the cone, however it requires a charge. To untemper a being that has level 3 tempering, it will consume one level 3 spell slot from an allied unit, for level 2 tempering it will consume one level 2 spell slot, and so on for level 1. This can be done 3x per day. Unlike normal porxies, this construct can revert level 4 tempering. LVL 4 Untempering can only be done once per day

Travel

Chocobos

Despite the emergence of airships, chocobos have retained their place as a traveler's best friend. Be it as bearers of a merchant's wares, steeds for battle-bound soldiers, or an adventurer's means of locomotion; the long-legged avian creatures are still very much a common sight.

These flightless birds have sturdy legs with which to bear you across great distances swiftly. They serve not only as a form of transportation, but also as a companion that will fight alongside you.

With effort and training, they can learn to cast simple spells and some breeds can learn how to fly. They are an pricey investment but they are loyal and will stick with you for the rest of their lives.

The colors of their feathers can range depending on the food they eat but most commonly default to yellow unless if the breed is Ishgardian or Dalmalscan. They are strong enough to carry your burdens and are able to draw upon carriages.

Chocobos seem to have a sixth sense in regards to natural disasters or danger. Scholars speculate that this is because they are in-tune with aether and the world around them which explains why they are able to cast magic.

Chocobo Armor (Barding)

Grand Companies have crafted armor for chocobos for when they charge into battle or when they assist you. You can purchase armor, but because they are custom crafted for chocobos, they are usually triple the cost and on average takes 9+d6 days to make. If one has high rank in a Grand Company they can provide a discount and in some rare cases provide it for free. Most armor types available for players have chocobo variants.

If a chocobo wears barding that they are not proficient in, they will move at half speed and disadvantage on saving throws.

Chocobo Training

Professional trainers take time to train a chocobo. If a party member wishes to train it, they themselves must have the animal handling skill and double the amount of days required. They can only be taught per one long rest and will need a days break in between sessions. Adventurers that are trying to teach a chocobo a spell must know the spell and the players spell slot will be used. For the extra days it takes to train it, add 50 Gil per extra day.

Damalscan chocobos learn level 2 and 3 spells 5 days quicker.
If an exemplary Eorzean chocobo (yellow) has a longer wingspan, has the strength, and the discretion of the GM, then that chocobo can learn to fly. For this circumstance, an additional d12 is added for the amount of days and increase the cost by 1,000 gil x the d12 result.

Chocobos can only learn spells and cantrips starting at later levels, depending on the breed.

Days Training Base Cost
7+d8 Cantrips 1000
12+d10 Level 1 spells 5,000
20+d10 Level 2 spells 50,000
20+d20 Level 3 spells 70,000
14+d12 Wearing barding 10,000
20+d12 Heavy Armor barding 70,000
20+d12 Flying Ishgardian Breed Only 100,000
Chocobo Leveling

Chocobos are imprinted to one person specially. If that person levels up past level 4 and rolls for additional hit die; then the chocobo can also roll a d10 and add that value to the chocobos hit points.
When the imprinted partner reaches levels 4,8,12,16, and 19, the chocobo abilities and capabilities will grow. Please refer to the leveling bonuses table specific to your chocobo breed each time you reach those milestones.

If a chocobo is abandoned, or has spent too much time apart of its owner, they will level normally and will need to reach those levels on their own.

  • Credit to Avalon5K

Chocobo Breeds

The three most common breeds are Ishgardian (Black), Dalmascan (Amber or Red), and Eorzean (Yellow). Ishgardian Chocobos have a more muscular build and have a longer wingspan, Dalmascan Chocobos are more slender and intelligent, and Eorzean chocobos are somewhere in the middle. Ishgardian chocobos are more likely to be able to fly, Dalmascan chocobos has access to a larger spell pool, and the Eorzean chocobo has the potential for either or has access to neither (depending on the GM). Of those three, the Eorzean chocobo is the most common.

You can have a chocobo of any breed and dye them to any color

Chocobo Spells

Although they can cast magic, they are not as intelligent as a humanoid. Since they are excellent mimickers they can cast only simple spells; which makes their spell selection limited. DM's can use their discretion as to which spells are learnable but it must be taught after a long period of time. Its spell casting modifier is WIS. Most breeds can only learn spells at later levels.

Spells in red are only available to Dalmascan chocobos. Spells that are in gray are not available to Ishgardian chocobos but are still available to the other two breeds.

Cantrips

  • Blade Ward - Gust - Primal Savagery - Sacred Flame - Shocking Grasp - Vicious Mockery

Level 1

  • Absorb Elements - Catapult - Cure Wounds - Detect Evil and Good - Detect Magic - Divine Favor - Healing Word(Choco Cure) - Expeditious Retreat - Gift of Alacrity - Guiding Bolt - Heroism - Shield - Zephyr Strike

Level 2

  • Calm Emotions - Earthbind - Lesser Restoration - Magic Weapon - Prayer of Healing - Scorching Ray

Level 3

  • Crusader's Mantle - Protection from Energy - Pulse Wave - ChocoMedica (Mass Healing Word) - Meteor (Fireball)

Red - Dalmascan Only
Gray - Ishgardian Exclude

Chocobo Dyeing

You can change the color of the feathers of your chocobo by providing it special snacks. Your chocobo physical features, stats and breed will stay the same but the color would change.

Item Cost Effect
Han Lemon Restores feathers to their original hue 10,000 Gil
Xelphatol Apple Deepens the red hues of feathers 2,000 Gil
Doman Plum Lightens the red hues of feathers 1,000 Gil
Mamook Pear Deepens the green hues of feathers 2,300 Gil
Valfruit Lightens the green hues of feathers 1,500 Gil
O'Ghomoro Berries Deepens the blue hues of feathers 1,300 Gil
Cieldalaes Pineapple Lightens the blue hues of feathers 1,700 Gil
Simplified Dyeing Tooltip

In order to lessen the load on the GM and to speed up gameplay, here is an oversimplified dyeing guide.

Dalamud Red = 5 x Xelphatol Apple

Othard Blue = 5 x O'Ghomoro Berries

Plum Purple = 4 x O'Ghomoro Berries, 2 x Xelphatol Apple, 2 x Mamook Pear

Lime Green = 5 x Mamook Pear

Pumpkin Orange = 2 x Xelphatol Apple, 1 x Mamook Pear, 1 x O'Ghomoro Berries

Rose Pink = 2 x Valfruit, 2 x Doman Plum. 1 x O'Ghomoro Berry

You can even go to a website like https://ffxivchocobo.com/ and just reduce the number of fruits by over half.

Chocobo Builds

        - Credit to Paige404
Breeders have created different shapes and sizes of chocobo in order to accodimate the various races. The three main builds are Rouncey Chocobo, Belah'Dian Jennet, and the Gyr Abanian Destrier. You will find that for each breed of chocobo, you will find these three builds.

Rouncey Chocobo

The most common breed of chocobo by far is the Rouncey. Fleet of foot, the Rouncey is ideal for racing and carrying most riders.

This is the standard statblock you see on most chocobos.

Gyr Abanian Destrier

The Gyr Abanian Destrier is a large, strong breed developed to pull heavy wagons over long distances in harsh environments. It is a popular bird across Eorzea for both warfare and wagon teams.

This variant has more health and strength but is slightly slower. When you purchase this variant, give 2 points to STR and CON, 10 hitpoints, but reduce the speed by 20ft, thus making the chocobo speed to be 40ft.

Belah'dian Jennet

A miniature chocobo developed by Dunesfolk breeders early in the Sixth Astral Era, the Belah'dian Jennet is the preferred mount for Lalafellin riders.

This variant is slightly more fragile and smaller than your average chocobo. When you purchase this variant, reduce the chocobo's hitpoints by 6 points and remove 2 CON but increase the speed by 20ft, making it to be 60ft.

Fat Chocobo

        - Credit to SilentSoren

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.


Fat Chocobo

Huge Beast, Unaligned - Credit to SilentSoren


  • 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.

Eorzean (Yellow) Chocobo

By far the most common type of chocobo. These birds are well-rounded and suited to all types of tasks. They are not as tough as an Ishgardian chocobo, but they are stronger than an Dalmalscan. They are not as intelligent as an Dalmalscan but can outwit an Ishgardian. They can not fly like an Ishgardian could, however there are outliers that can. They have a wide range of spells and are a great companion.

They typically cost 9,000 Gil


Eorzean Chocobo

Large beast, unaligned


  • Armor Class 13
  • Hit Points 36 (5d10+5)
  • Speed 60ft

STR DEX CON INT WIS CHA
15(+2) 10(+0) 13(+1) 4(-3) 12(+1) 7(-2)

  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a yellow chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +5 to hit, reach 5 ft, one target Hit: 8 (1d10+3) piercing damage

White Chocobo

Slender, Elegant, Graceful, this breed of chocobo also has an pleasant aroma to them. This is the rarest breed of chocobo. Noblemen and kings flaunt their wealth by owning one of these. Some breeders try to "make forgeries" in order to cheat people by taking a standard Eorzean chocobo and dyeing them white, but a well trained eye (or nose) can spot it by making either an Animal Handling check or rolling Insight on the seller. Despite being somewhat slender, their strength is similar to the common Eorzean chocobo. For spells and leveling bonuses, please use the same tables as the Eorzean chocobo. FC

They typicaly cost 90,000 Gil

Eorzean Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +5 / +3 13 / 12(+1) +5 / 1d10+3
4th +6 / +4 14 / 13(+1) +6 / 1d10+4
8th +7 / +5 15 / 14(+2) +7 / 1d10+5
12th +8 / +6 16 / 15(+2) +8 / 1d10+6
16th +9 / +7 17 / 16(+3) +9 / 1d10+7
19th +10 / +8 18 / 17(+3) +10 / 1d10+8
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
10th 1 1 1
12th 2 3 2 1
16th 3 6 3 2 1
19th 3 9 3 3 2

Dalmascan (Amber/Red) Chocobo

A more slender, and intelligent chocobo. This chocobo breed is known to be more proficient in spellcasting. Their wings are weaker so it is very unlikely to be able to fly.

Due to their increased intelligence, they can be stubborn as a mule and can hold grudges. These chocobos are located in the Dalmasca region and some are imported into the Thanalan region by wealthy individuals at a increased cost.

They typically cost 8,700 Gil in the Othard continent but are slightly harder to find depending on location so the price can vary. They are usually double the cost in the Thanalan region.

Dalmascan Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +4 / +3 13 / 13(+1) +4 / 1d10+2
4th +5 / +4 14 / 14(+2) +5 / 1d10+3
8th +6 / +5 15 / 15(+2) +6 / 1d10+4
12th +7 / +6 16 / 16(+3) +7 / 1d10+5
16th +8 / +7 17 / 17(+3) +8 / 1d10+6
19th +9 / +8 18 / 18(+4) +9 / 1d10+7
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
8th 2 2 2
12th 3 4 2 2
16th 4 8 3 3 2
19th 5 11 5 3 3

Sharlayan (Green) Chocobo

These chocobo are rare and are found near Sharlayan. They share a similar build and capability for magic as a Dalmascan would. FC

They typicaly cost 14,000 Gil


Dalmascan Chocobo

Large beast, unaligned


  • Armor Class 11
  • Hit Points 32 (3d10+1)
  • Speed 60ft

STR DEX CON INT WIS CHA
14(+2) 11(+0) 13(+1) 6(-2) 14(+2) 10(0)

  • Skills Athletics +4, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +4 to hit, reach 5 ft, one target Hit: 7 (1d10+2) piercing damage

ChocoCure - Bonus Action - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Gets one free charge per day.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

Ishgardian (Black) Chocobo

This type of chocobo lives in the north where they are better adapted to the cold. They are stronger but are more limited in magic. They are able to learn to fly with some training and effort. Most of the flying training occur in The Holy Stables in Ishgard.

They typically cost 14,000 Gil


Ishgardian (Black) Chocobo

Large beast, unaligned


  • Armor Class 14
  • Hit Points 42 (6d10+6)
  • Speed 60ft, 120ft (while flying)

STR DEX CON INT WIS CHA
16(+3) 13(+1) 14(+2) 4(-3) 10(0) 10(0)

  • Skills Athletics +6, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a yellow chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +6 to hit, reach 5 ft, one target Hit: 10 (1d10+4) piercing damage

Flying

When flying, a black chocobo would move at double the speed. Make sure to hold on tighly or you could fall, if you fall, you take 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. 1d6 (3) per 10 feet, up to a max of 20d6 (60). A maximum of 120 damage
- Source D&D Dungeon Masters Guide

Ishgardian Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +6 / +3 13 / 10(0) +6 / 1d10+4
4th +7 / +4 14 / 11(0) +7 / 1d10+5
8th +8 / +5 15 / 12(+1) +8 / 1d10+6
12th +9 / +6 16 / 13(+1) +9 / 1d10+7
16th +10 / +7 17 / 14(+2) +10 / 1d10+8
19th +11 / +8 18 / 15(+2) +11 / 1d10+9
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
12th 2 2 2
16th 2 4 2 2
19th 3 7 3 3 1

Chocobo Porter Prices

Across Eorzea is a business of short range transportation where you can rent out chocobos from traveling from town to town. This business is often referred to as Chocobo Porters or chocobokeeps. You can rent out from a single rouncey chocobo up to an entire caravan, depending on the specific chocobokeep location. After the chocobo is rented they would take you to your location and the chocobo is intelligent enough to return home once it has received some rest. The cost of this service can vary from place to place, depending on how difficult it is to maintain these chocobos but the average cost would be the same as PHB p159 which would be 3 gil per mile or if its within a city, would be 1 gil.

World Scale

It is not stated anywhere exactly how large the world of Hydaelyn is, my best guess would be the size of the earth; however I believe that would cause airship travel to be much faster than whats listed in the airship travel table. I personally do not recommend to approach airship travel in terms of realism but rather what would be fun for your players or offer the best narrative. Would it be more fun to explore a large world full of wonders and adventure or would it be much more convenient for your players to zip across entire continents in a matter of days? Or would you want a balance of both? This airship table is designed with a massive scale in mind but the scale of the world is always up to the GM, its YOUR game. You could have npcs offer their private Aether Streamers that are much faster than the usual passenger airship in rare circumstances, or perhaps they could catch a ride on a slow cargo ship for a discount. This table below is only a suggestion and you can always alter it to the way you feel is right or the most fun for your players.

World Size

I am basing the world size on Earth. To walk from San Fransisco nonstop it would be 958 hours without rest. If you divide that up and walk 8 hours a day, it would take 119 days. If you would take a horse or chocobo it would cut that time in half which would be 60 days. A normal passenger airship (Schooner) would be the same speed as a chocobo, however, it has the benefit of not having to rest so you would end up covering double the amount of days. That means it would take an Schooner Airship 30 days from San Francisco to New York. In Eorzea Limsa Lominsa is the westmost city in Aldenard and Ala Mhigo the east most, so it would take a common passenger airship 30 days to travel between those two cities.

Airships

Airships are miracles of the Eorzean skyscape—flying vessels born from the ingenuity and ambition behind the Garlean Empire's most advanced technologies. The airships of the realm's free nations most commonly achieve flight by either one of two means—large balloons of hide and cloth filled with gases less dense than the surrounding air, or wings of magitek making, made to beat by powerful ceruleum-burning engines. Despite whatever technological simliarities they may share, however, the realm's vessels are easily distinguishable on sight from the enormous and sinister juggernauts of Garlemald—armored monstrosities designed for the sole purpose of destruction.

By pioneering the sky routes between the realm's major cities and establishing regular flights along them, Highwind Skyways, an institution founded by the exorbitantly wealthy aristocrat and adventurer Tatanora, is now slowly but surely making commercial flight an ordinary aspect of everyday life in Eorzea. Even so, only a few airships are permitted to take flight at any given time, for the Garlean Empire is always watching, ready to strike at the first sight of an enemy vessel.

They are currently only located in the major cities such as Gridania, Ul'dah, Limsa Lominsa, Ishgard, and now Ala Mhigo. However its current leader Tatabaru is looking into expanding his business and is now selling his airships to businesses, free companies, and adventurers with a lot of gil.

Cost Item Speed
3,000,000 Aether Streamer 8 mph
300,000 Cruiser 1 mph
1,000,000 Schooner 4 mph
5,000 Wide Manacutter 12 mph
1,000,000 Soaring Barge 2 mph
2,500,000 Eorzean Warship 3 1/2 mph
Airship travel speed
Airship Travel - Schooner
Gil Travel Days
210 Ishgard to/from Idyllshire 7
220 Ishgard to/from Gridania 8
430 Gridania to/from Ala'Mhigo 12
470 Limsa to/from Gridania 13
500 Ul'dah to/from Limsa 14
750 Gridania to/from Ul'dah 26
770 Ala'Mhigo to/from Ishgard 26
810 Ul'dah to/from Ala'Mhigo 28
830 Limsa to/from Ala'Mhigo 30
860 Ul'dah to/from Ishgard 33
4000 Kugane to/from Ala'Mhigo 68

Boats

       - Credit to Alessio
Long before the invention of airships, the people of Eorzea and beyond conquered the open sea with more traditional waterborne vessels. So important are water travels to Eorzeans that they have elected one of their deities, Llymlaen the Navigator, to patron of the seafarers. Indeed, the very city of Limsa Lominsa was founded by a group of defeated sailors aboard a ship whose name fell into legend: the Galadion.

Nowadays travel via boats is less dominant, contended by their airborne sisters - but the existing network of docks, piers and sea routes is far from dismissed and is still in full activity. Ferries from all over Eorzea bridge the short distances, but while preferred for brief, interregional travels, larger passenger ships depart from the docks of Limsa Lominsa to reach the remote shores of Othard.

Boat Travel Speed
Gil Travel Days
10 Gridania to/from Sweetbloom Pier 1/2
20 Limsa to/from Aleport 1
60 Limsa to/from Costa del Sol 2
60 Aleport to/from Candlekeep Quay 2
320 Limsa to/from Vesper Bay 17
4000 Limsa to/from Kugane 120
Short Range Ferry Speed

All ferries cost 5 Gil per passenger and take 4 hours to cover.

Area Travel
Upper La Noscea Memeroon's Post to/from Jijiroon's Post
Eastern La Noscea Raincatcher Gully to/from Costa del Sol
Western Thanalan Silver Bazaar to/form Crescent Cove
Ruby Sea Sakazuki to/from Onokoro

Chapter 2: The City States

The Three Grand Companies

Order of the Twin Adder

The Order of the Twin Adder, one of the three Grand Companies of Eorzea located within the Adders' Nest in Gridania, establishes a medium from which the Seedseers can return from their wanderings deep within the Black Shroud and directly oversee not only the safety of Gridania's citizens, but the workings of the local guard.

Both the Gods' Quiver, who defend the forest from external threats, and the Wood Wailers, who protect it from internal strife, have expressed their support of this temporary measure.

There are, however, those within Gridania who would question the ability of the Seedseers, whose duties until now have been limited to various ritualistic proceedings, and doubt whether or not they are fit to lead a nation into war.

Capital: Gridania

Gridania is located in the east of the Aldenard continent, within dense woodlands and coursing rivers. It is well known in Eorzea for its forestry, agriculture, carpentry and leather working trades - a product of Gridania's emphasis on harmony with nature and the forest's Elementals.

The Maelstrom

At the heart of the Thalassocratic Navy lies the Lominsan Armada, composed of nine independent squadrons, the First through the Ninth. The Maelstrom is an extension of the First Squadron, expanding its role as armada flagship and granting it power to administer not only the remaining eight squadrons, but the various merchant fleets that navigate the seas off Vylbrand.

With the reestablishment of the Maelstrom, the Admiral has also begun the move to invoke ancient maritime law, by which she would promote herself to Chief Admiral, effectively expanding her authority to cover not only state and military dealings, but grant her the power to directly command all ships in Lominsan waters, and freely punish any who disobey. Needless to say, the city-state's pirates are not about to take this encroachment on their freedom without a fight.

Capital: Limsa Lominsa

Located on the southern coast of the island Vylbrand, Limsa Lominsa is spread out across numerous surrounding islands, all connected by bridges. The marine city-state is a thalassocracy, currently under the power of the ruling party and its leader, the Admiral. Limsa Lominsa's economy is driven by shipbuilding, fishing and blacksmithing, but largely by the lucrative shipping industry.

The Immortal Flames

Currently, the bulk of Ul'dah's military strength comes from their standing army of mercenaries and the small contingent of the palace guard known as the Sultansworn. To bring order to their ranks and oversee additional wartime training, the Sultana has considered resurrecting the Immortal Flames-an elite force of battle-hardened veterans that once instilled fear in the city-state's neighboring nations during ages past.

This unit would act as a core aspect of the army, essentially bolstering its power, and in effect grant more authority to the Sultana and her advisers--something of which those in control of the city-state's economy--namely the Syndicate--are wary.

Capital: Ul'dah

The city-state of Ul'dah is located in the deserts of southern Aldenard. It is a popular location for visitors to partake in its fighting arenas and gambling halls. The Ul'dahn culture is known for its affluence. Despite historically being claimed sovereign by the sultan, it is under the rule of the Syndicate, an elite group comprising of the six wealthiest and most influential members of society.

Other City States

Ishgard

The Holy See of Ishgard is found in the central region of Abalathia's Spine, the highlands of Coerthas. The archbishop of the Ishgardian Orthodox Church rules as the nation's sovereign. For a thousand years, they have waged war with the great wyrm Nidhogg and his Dravanian Horde.

Ala Mhigo

This city-state is located in the region of Gyr Abania, situated upon the eastern highlands of Aldenard. Though this aggressive nation frequently sought to conquer its neighbors in the west, at the same time it repelled countless invasions from the east in Ilsebard. In the past it succumbed to incursions from the mighty Garlean Empire, it recently has obtained new found peace as it is rebuilding itself into an democratic republic.

Sharlayan

Though not truly a city-state in the strictest sense, the same-named colony of Sharlayan in the Dravanian hinterlands came to be considered among the great city-states as it grew into a major city of learning. However, when Ala Mhigo fell to Garlemald, the Sharlayans decided to return to their northern homeland in a mass exodus, leaving the city abandoned.

City of Gridania

Located in the midst of the Black Shroud, a dense forest also known as the Twelveswoods that serves to filter out those hostile to the elements and those in coorperation with them. Gridania is by far the most unified of the city-states. Its guilds all work in cooperation with each other under the guiding hand of Kan-E-Senna, who brought back the Order of the Twin Adder.

Landmarks

Gridania is separated by two sections. The Old and New.

New Gridania

Contains the Aetheryte Plaza on a raised platform. Chocobo stables are located between this plaza and the Carline Canopy.

  • Carline Canopy - A tavern and Adventurer's Guild run by Mother Miounne. Adventurers in Gridania can find work through her. Inn and Levequest services are also available. Airship docks are located in the back of the establishment.

  • Carpenters Guild - Responsible for Gridania's timber industry, Carpenters can study their craft in this hall.

  • Quivers Hold - These barracks are in the eastern vale which serves as the Archers' Guild.

  • Adder's Nest - The headquarters of the Order of the Twin Adder located in the north side of town.

  • Gates - Blue Badger Gate is located in the south, this exit leads to the Jadeite Thick in the Central Shroud. White Wolf Gate is located at the western end, leading to Sorrel Haven in the Central Shroud.

Old Gridania

  • Shaded Bower - The main commercial hub of Gridania, several NPC merchants have assorted basic goods and players can hire the services of retainers that can sell goods on their behalf.

  • Wailing Barracks - These barracks are the home of the Wood Wailers, who operate the Lancers' Guild here , outside is the Westshore Pier , which offers ferry services to the East Shroud.

  • Guilds - Both the Leatherworkers' Guild (near the Shaded Bower) and the Botanists' guild (western end) are located here.

  • Mih Khetto's Amphitheatre - A large area that becomes the venue for many events held in Gridania.

  • Nophica's Altar - An altar dedicated to Nophica, the Matron, it serves as the entrance to the Lotus Stand which is Gridania's seat of power, only those with permission may enter. Kan-E-Senna is usually seen here.

  • Yellow Serpent Gate - The main point of entry to/from the North Shroud.

1
PART 1 | GRIDANIA

Gridanian Factions

Order of the Twin Adder

The Order of the Twin Adder is one of the three Grand Companies in Eorzea, located within the Adders' Nest in Gridania. The Elder Seedseer Kan-E-Senna is the leader of the clan while Nophica, the Matron is the favored goddess.

Players may pledge themselves to the Order of the Twin Adder as part of the Yellow Serpents division. Their uniforms are distinguished by their bright yellow pigment. It is the main seat of power in Gridania

Notable Members

  • Elder Seedseer Kan-E-Senna
  • Seedseer Raya-O-Senna
  • Seedseer A-Ruhn-Senna
  • Grand Marshal Swethryk Brookstone
  • High Commander Vorsaile Heuloix

Wood Wailers

The Wood Wailers originate in a group of young spearmen, who assembled under the auspices of Captain Josselin shortly after the founding of Gridania. This, the first company of Wailers, was tasked with defending the Twelveswood—per the woodland city-state's covenant with the elementals. Since then, the Wailers have protected the forest from internal strife, and become masters of the spear. They keep the peace from garrisons in Gridania proper to posts in its hamlets and watchtowers scattered throughout the Black Shroud. For good measure, they also dispatch patrols in the woods.

Wailers' masks signify that they will do their utmost to protect the forest and its inhabitants—even at the risk of incurring the wrath of the elementals if needs be. The elementals, however, distinguish between men not by their faces, but rather by the appearance of their souls. As such, there is little scholarly consensus over whether the masks have any effect whatsoever.

The Wailers' headquarters are located at the Wailing Barracks, which they share with the Lancers' Guild.

Gods' Quiver

Compared to the Wailers, the Quivermen have a short history. Established in 1363, the Gods' Quiver were a response to the Ixali attack a year earlier—a means of ensuring the Shroud never again be caught unprepared for foreign attack. Presently, the force consists of twelve units, with exactly one hundred fifty men apiece, and their ranks are filled primarily with archers. They are Gridania's eyes, watching for any trace of outside incursion from the watchspires throughout the Black Shroud. Most often, this threat comes in the form of Ixal, and Quivermen train long and hard to repel the beastmen raiders and their war balloons.

Unlike the Wood Wailers, men and women of the Gods' Quiver do not remain stationed forever in a single garrison. Instead, they rotate between posts, to learn the terrain and thereby ready themselves to challenge foes anywhere in the Twelveswood. They are headquartered at Quiver's Hold, which they share with the Archers' Guild.

Hearers

The Hearers are a group of Conjurers who have the ability to communicate with the elementals of the Twelveswood. Their purpose is to convey the will of the elementals to the people of Gridania. They are commonly found throughout the Twelveswood, and are distinguishable by their purple robes and hats.

- Seedseers

Amongst Gridania's conjurers, those elite few who can sense the voices of the elementals are known as Hearers. As leaders to these Hearers, Seedseers are reportedly the mightiest men and women of their age, and called to duty by the great one—eldest of the Twelveswood's ruling spirits. As one might expect, almost all Seedseers are Padjal—attuned as they are to the will of the elementals. While it is rare for more than one Seedseer to exist in any given period,, history holds numerous exceptions to this rule. In the present day, for instance, Gridania has three Seedseers: Kan-E, Raya-O, and A-Ruhn, all siblings of the Senna line.

- Seedseer Council

The Seedseer Council is a forum for Hearers to share what they have learned from the elementals, and decide matters of state. In effect, the Council is the highest power in the land, and the arbiter of Gridanian law. One must wonder, therefore, why they conduct their business at the Lotus Stand, an outside area with no roof. Scholars contend that this is for the benefit of the elementals, so they may watch the proceedings. While decisions are put to a vote, policies sometimes reflect the will of the elementals more strongly than the opinions of the Hearers.

Following the Calamity, however, this system has changed. Faced with the challenges of the Garlean Empire and rebuilding, Gridania could scarcely afford time spent in a debate. Thus, the Council has vested full power in Kan-E-Senna until such a time as the danger has passed.

Merchants and Guilds

Leatherworkers' Guild

For many years, the Trappers' League has kept a close eye on hunters in the Black Shroud. Thus, in spite of the Twelveswood's seeming abundance, animal hides are scarce and valuable. A group of artisans formed the Leatherworkers' Guild to ensure the fair and impartial distribution of those leathers. They practice their trade with thanks ever in their minds, and gratitude for the animals whose lives they must take for their materials. As a consequence, the guild is careful to reduce waste to the bare minimum as they craft long-lasting, durable goods. This rigid creed has resulted in the realm-renowned Fen-Yll name, a brand synonymous with the highest quality work of the best craftsmen. Thus, the guild is located within Atelier Fen-Yll.

Botanists' Guild

The Botanists' Guild can trace its roots to an organization formed in Gridania's infancy. To gather the forest's bounty, men needed the permission of the elementals—and asking questions necessitated the presence of a Hearer. Before long, a group had formed around these intermediaries so as to understand the elementals' intent. In time, these men and women created the Botanists' Guild.

In many ways, the guild remains unchanged by time: it still abides by a plan drawn up by Hearers, and havests flora with the greatest of care. Botanists are also shepherds of the forest, planting saplings in the place of trees they fell, and have taken to tending gardens in the city and surrounding villages.

Carpenters' Guild

Home to the Carpenters' Guild, the Oak Atrium houses both sawmill and workshop. Drawing from the power of Figaga's Gift, the sawmill slices through timber with astounding speed, much to the satisfaction of Gridanian workers. To say that carpentry arose with the founding of Gridania is no understatement. After gaining the elementals' permission to fell trees, citizens have used wood in all aspects of life—to build their city, their houses, their tools, and the weapons with which they defend the forest. In time, they also harnessed the power of waterwheels for milling lumber, which allowed for carpentry to grow in scale and efficiency. In fact, the loose association of woodworkers that formed to manage the watermills eventually solidified in the Carpenters' Guild. Thereafter, the guild has acquired its materials from the woodcutters of the Botanists' Guild, and transformed them into all manner of wonders.

Notable NPCs

Kan-E-Senna

She is the eldest of three Padjal siblings, her sister being Raya-O-Senna, and her brother being A-Ruhn-Senna. She was admitted into the Conjurer's guild Stillglade Fane before her sixth nameday for predicting devastating fires and locust infestations.

After becoming Elder Seedseer she left Gridania to live with her siblings, aiding them in maintaining peaceful relations between the Elementals and mankind. She returned to Gridania in reaction to the increasing number of natural anomalies, and reinstated the Order of the Twin Adder to ready the forest city-state for what lies ahead.

As Gridania is geographically closest to Garlemald, as well as adjacent to Mor Dhona, it is considered the first line of defense against the threats of both. It was Kan-E-Senna who first sent word to the other Grand Companies to request the reformation of the Eorzean Alliance.

The Black Shroud

also known as the Twelveswood, or Tinolqa to the Ixal, is a region in Central Aldenard. It is the forest region surrounding the city-state of Gridania. The forest itself is known to take the lives of anyone who does not heed the Elementals, a danger often referred to as the "woodwrath". This makes it a natural filter against those who would bear arms against Gridania, though that hasn't stopped the Ixal, Ala Mhigo, or Garlemald from trying.

It is connected to Thanalan to the south, Mor Dhona to the southwest, and Coerthas to the northwest. A large wall currently blocks off neighboring Gyr Abania in the east.

Central Shroud

Levels 1-4

Central Shroud, as the name implies, lies at the heart of the Black Shroud. It is situated to the south of the city-state of Gridania, on the other side of the Jadeite Flood.

This zone connects to East Shroud through Greentear, to North Shroud through the Standing Corses, and to South Shroud through Bentbranch. The Blue Badger Gate and White Wolf Gate connect to New Gridania.

Places of Interest in Central Shroud

Settlements

Bentbranch Meadows Situated on a wooden causeway, this trading post houses a major chocobo ranch.


The Bannock The training grounds for the Order of the Twin Adder.

Other Locations in Central Shroud

Spirithold A structure initially built in the days of Gelmorra, Spirithold has found new use as a prison to hold enemies of the forest while they await judgment - though whether the same can be said after the Calamity is unclear. Some also refer to the crumbling ruin as Warren's Hold, after the cells' first gaoler.


Tam-Tara Deepcroft These catacombs have long been tombs of the Gelmorran nobility. But these days, it has been infested by the Lambs of Dalamud.


The Mirror Planks Located along the Mirror lake, this pier contains ferry services to Lavender Beds.


The Guardian Tree Also known as Everscade, this ancient tree is said to be oldest arbor in all of the Black Shroud. It is sacred to the Gridanians, being home to an elder elemental that watches over the forest.


Haukke Manor This mansion in Sorrel Haven was formerly owned by the Seedseers as a place of respite, but was generally viewed as a symbol of excess by Gridanians. Public opinion eventually swayed them to sell it to a Duskwight noblewoman named Amandine.

Spiggan Dig

A dig into the crater located at the Standing Corses. What exactly the spriggans are digging for is a mystery.

Random Encounters and Hazards

At the beginning of a journey, either the DM or the players could roll for either a Hazard or for a Encounter.

If they roll either a 1 or a 20, you can then refer to the Hazards table.

If they roll from a 2 to 19, you can then roll again at the Random Encounter table

For a Level 1 group, please be very cautious with rolling a dice for the amount of monsters. Instead of rolling, consider with having a set amount of monsters.

Random Encounters
d6 Result
1 2 Roselings (CR 1/2 each)
2 (1d4) Spriggans (CR 1/4 each)
3 Traveling Merchant
4 (1d6) Bandits (CR 1/8 Basic Rules)
5 A Moogle plays a prank on your party
6 Treasure, or loot found.
Hazard Type
d20 Result
1-3 Storm
4-6 Road Blockage
7-9 Rain
10-12 Fog
13-20 Clear Skies
Difficulty Table
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30
Road Blockage

The road is blocked by either a boulder, destroyed tree, or a wrecked caravan or any sort of impassable terrain. If the player decides to bypass it by using their athletics or acrobatics, the DM could place a DC of whatever they please.

Moogle Pranks

The Black Shroud is home to the endearing, yet enigmatic, race known as moogles. Long reluctant to meddle in the affairs of men, it may be the suffering wrought by the Seventh Umbral Era that proves to be the catalyst which beckons the lovable creatures forth from their trees so that they may share their wisdom with the realm's people. Will the moogles awaken to a new role they must fulfill?

These creatures are known to be mischievous but some are known to help in the affairs of men.

d20 Result
1-3 Random item is stolen from the bag (DMs can assign a dice number for each item and roll for the lost item)
4-6 A random assortment of jacks and nails are placed on the ground that would hurt your footing
7-9 A moogle comes to the party pleading for help "for the sake of Eorzea" but it is just a list of mundane chores
10-12 They cast a beneficial spell that blesses the party. Add inspiration
13-15 All bedrolls are filled with milipedes
16-20 All party members clothes are suddenly swapped

Sorrel Haven

  • Section is credit to Sleight The Clown

A large plateau high above the rest of Central Shroud, connected only by a massive treebranch. Its most noticable landmark is Haukke Manor, a building infested with voidsent and an aura of evil that scares off most travelers. Of course, many adventurers would see this as an open invitation...

When your players explore Sorrel Haven, roll a d6 or pick from the table to see what events may be happening in the area today. You can do this alongside or in place of the random encounters of Central Shroud.

Random Events (FATES)
d6 Event
1 An outbreak of 4d4 Revenant have escaped a nearby cave and are haunting the area.
2 Travelers are being attacked by a pack of 2d6 Lindwurm
3 An overgrown tangle of vivified vines lovingly named Jaded Jody is drinking up all the water of Hopeseed Pond. If action is not taken quickly, the whole area will be dry by the next moon.
4 Once believed only a creature of legend, the terrible winged Asipatra has been spotted on the peak of Sanguine Perch. A local Wood Wailer is daring adventures to face it.
5 The Wood Wailers are offering gold for anyone willing to gather poisonous mushroom spores.
6 A lone conjurer is running from the direction of Haukke Manor, begging for anyone to save her friend from the 2d4 Lesser Ahriman back at the manor's entry yard.

Lindwurm

Medium beast, true neutral


  • Armor Class 14 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (0) 2 (-4) 10 (0) 8 (-1)

  • Skills Perception +2
  • Damage Resistances cold
  • Senses passive Perception 12
  • Languages -
  • Challenge 1/2 (100 XP)

Actions

Frost Breath. The Lindwurm exhales frost in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6 (2d6) cold damage on a failed save, or half as much damage on a successful one.

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


Deathgaze

Medium beast, true neutral


  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 20 ft., 30 ft fly.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 2 (-4) 11 (0) 5 (-3)

  • Skills Perception +3
  • Damage Resistances lightning
  • Senses passive Perception 13
  • Languages -
  • Challenge 4 (1,100 XP)

Actions

Bombination. The Deathgaze releases of surge of electricity from its body in a 10 ft radius. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 12 (2d12) lightning damage and has their movement speed halved.

Tail. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d6 + 5)


Asipatra

Large beast, true neutral


  • Armor Class 15 (natural armor)
  • Hit Points 90 (15d8 + 24)
  • Speed 20 ft., 30 ft fly.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 2 (-4) 11 (0) 5 (-3)

  • Skills Perception +3
  • Damage Immunities lightning
  • Senses passive Perception 13
  • Languages -
  • Challenge 4 (1,100 XP)

Legendary Resistance (1/Day). If Asipatra fails a saving throw, it can choose to succeed instead.


Actions

Bombination. Asipatra releases of surge of electricity from its body in a 10 ft radius. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 12 (2d12) lightning damage and has their movement speed halved.

Tail. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d6 + 5)


Legendary Actions

Asipatra can take 2 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. The monster regains spent legendary actions at the start of its turn.

Tail. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d6 + 5)



Jaded Jody

Huge plant, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 187 (18d10 + 75)
  • Speed 20ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 3 (-4) 16 (+3) 6 (-2)

  • Saving Throws Con +9
  • Skills Perception +7
  • Damage Vulnerabilities fire
  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, paralyzed, poisoned
  • Senses blindsight 120ft.(blind beyond this radius); passive Perception 17
  • Languages -
  • Challenge 9 (5,000 XP)

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

Stench. Any creature that starts its turn within 10 feet of Jaded Jody must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Jaded Jody’s stench for 24 >hours.


Actions

Multiattack. Jaded Judy makes three attacks: two with its tentacles and one with its bite.

Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 4) piercing damage plus 9 (2d8) poison damage.

Tentacle. Melee Weapon Attack:+7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage.

Bad Breath (Recharge 5-6). Jaded Judy exhales a cloud of nauseating gas in a 40-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a successful one. On a failed save, a creature is also poisoned for 1 minute. While poisoned in this way, a creature takes 5 (1d8) poison damage at the start of each of its turns and must spend its action retching and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that do not need to breathe or are immune to poison automatically succeed on this saving throw.


Legendary Actions

Jaded Judy can take 2 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. The monster regains spent legendary actions at the start of its turn.

Tentacle. Melee Weapon Attack:+7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage.

Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 4) piercing damage plus 9 (2d8) poison damage.


Revenant

Small undead, true neutral


  • Armor Class 13 (natural armor)
  • Hit Points 20 (5d8)
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (0) 8 (-1) 10 (0) 8 (-1)

  • Skills Stealth +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/8 (25 XP)

Actions

Malice. The Revenant selects one creature within 20ft and forces a DC13 Wisdom saving throw. A creature who fails the save is unable to cast spells other than cantrips until the end of that creature's next turn.

Bash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1)


Roseling

Medium plant, Unaligned


  • Armor Class 10
  • Hit Points 11 (2d8 +2)
  • Speed 5 ft

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 9 (-1) 13 (+1) 9 (-1)

  • Condition Immunities blinded, deafened, exhaustion, prone
  • Senses blindsight 30ft., passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The roseling has ambidextrous control overs its vines and poison and acid sacs. It can make any of these three attacks per turn

Poison Sac. The roseling frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.

Acid Sac. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used.

Tentacle Whip. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the roseling frond can use its action to end the grapple on the target.

Roseling

Roselings are a slow plant-like creature that feasts on any scrap that it could find it's hands on; albeit a dead corpse or a rotting plant. It has an aggressive digestive system and uses acid to break down food that is too large to fit in its mouth. FC

The basis of its stat-block is based on the Tri-Flower Frond from the Tomb of Anhiliation p234

City of Limsa Lominsa

On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.

Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader—Admiral Merlwyb Bloefhiswyn. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.

To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda, but even in the waters nearby the city, pirate bands run rampant, raving and pillaging. Admiral Merlwyb reinstated The Maelstrom to combine the forces of the Knights, conscripted pirates, and adventurers into a land-and-sea army to combat the Garlean Empire and the encroaching Sahagin of the Indigo Deep.

Landmarks

Limsa is separated by two sections. The Upper Decks and The Lower Decks.

The Upper Decks

  • The Drowning Wench - A tavern and Adventurer's Guild, run by Baderon. Players can rest here by using their Inn services and have a drink. Levequest services are also available. A lift near this inn can transport players to the Bulwark or the Airship Decks.
  • The Seventh Sage - An importer carrying exotic goods, all privateered by Carvallain and his Kraken's Arms at the expense of Garlean vessels.
  • The Bismarck - this establishment is one of the finest restaurants in Eorzea. It is also the home of the Culinarians' Guild, under guidance of Lyngsath.
  • Coral Tower - This tower on the north end is the barracks and training facility for the Yellowjackets, the city-state's guard. They operate both the Marauders' Guild and a gunnery range.
  • The Aftcastle - A town square near the Tempest Gate leading to Lower La Noscea. A Delivery Moogle and a Linkshell Distributor can be found here.

The Lower Decks

  • Bulwark - An enclosure located by the Zephyr Gate leading to Middle La Noscea. A lift can transport adventurers to the Drowning Wench or the Airship Decks. A more secure lift also provides access to the Admiral's office in the Command Room.
  • The Octant - This open square is where the city-state's Aetheryte Crystal is located. Usually you see miscellaneous street performers, musicians, crafters, and vendors that occupy this space.
  • Hawker's Alley - The main commercial hub of Limsa Lominsa, several NPC merchants have assorted basics. In addition, Market boards and retainer Summoning Bells are also available for players here.
  • Mealvaan's Gate - The customs and excise agency for the city-state, which also functions as the Arcanists Guild under acting guildmaster Thubyrgeim. A ferry located to the west of this facility can take players to Vesper Bay in Western Thanalan.
  • Fisherman's Bottom - These wharfs contain both the Fisherman's Guild as well as a ferry that can take players to certain ports in La Noscea.
  • The Astalacia - Registered as a trade vessel hailing from foreign waters, this battle-scarred warship captained by the lord of the region's underworld, One-eyed Hyllfyr, serves as a gathering place for brigands, cut-throats, and the purveyors of sundry other breeds of villainy. It is here that the city-state's many pirate crews find new recruits to join their ranks.

Chapter 3: Adventures


In Eorzea there are endless oppurtunities for adventure. We will be featuring some of the peoples works and adventures with a quick summary. You can also rework current D&D adventures and place it in a FFXIV setting. The majorty of this chapter is Fan Creation FC.

Reworked D&D Adventures

In this section we will be looking at ways of implementing adventures from Adventure Books to make the GM's job easy. We will be placing the adventures in the right setting, location, and with replacing mobs to those that are most relevant. This is categorized per adventure book and below that would be a chapter from that book. GM's can always use their discretion to what makes the most sense.

Tales of the Yawning Portal

This Adventure book includes 7 deadly dungeons.

  • Requirement: You will need Tales of the Yawning Portal Sourcebook from D&D Beyond or a physical copy.

The Sunless Citadel

Consider replacing the citadel with Pharos Sirius , which is located in Western LaNoscea. Adventurers can take a fishing boat to Pharos Siruis which is a few miles away. There is mention of an ancient calamity that struck this citadel which is the giant crystal shard that struct this lighthouse.

Pharos Siruis

A lighthouse pivotal to the navigation surrounding La Noscea, the city-state of Limsa Lominsa has paid highly to the towering structure in both creation and maintenance. And what a creation to behold, as the lighthouse can be classified as a La Noscean grand castle of splendor design with its graceful architecture and white-marble walls. However, during the Seventh Umbral Era, the lighthouse was struck with a gigantic crystal shard from the fallen moon Dalamud, which subsequently render the lighthouse unusable and broken—the yellow-orange crystals that now scatter all over the lighthouse have been known to corrupt any entity that is near it for extended periods of time. Worse, pirate rumors have echoed of poor souls being lured to the crystal-struck tower by voices of the Siren, which have subsequently taken up residence in the lighthouse after it's unwanted infusion of aethereal energies from the large crystal shard that pierces the lighthouse walls.

It is said that all men who enters the Isle of Umbra can hear the alluring voice of the Siren, yet the shipwrecks nearby indicates that it is not of good song. Due to many fallen ships and eeriness of the Isle, the lighthouse was abandoned and/or avoided by both pirates and the Limsa Lominsa officials, however it isn't forgotten. Several maintenance workers are sent to the lighthouse in an attempt to restore the lighthouse to it's former glory, but none of them ever returned. It is for this reason that the adventurer and their friends are requested by workers of Limsa Lominsa to clear the dangerous marvel of La Noscea of it's corrupted inhabitants as well as the Siren herself so that the seas of western Vylbrand may be safe to traverse once again.

Monsters

Originally there was a pirate ship that got shipwrecked by a Siren. The Captain was named Symond the Unsinkable. Him and his men became enthralled by the siren and turned into her servant. His first officer Guolwilf caught wind of this enthrallment and created his own group that is set there to rescue or finish off the pirates that are too far gone. Guolwilf is neither evil or good and will ambush the party for golf if he so desires.

Reskin the Kobolds to be Guolwilfs pirates. Reskin the Goblins to be Symonds corrupted pirates. Reskin the Dragonpriest to an aether-corrupted pirate lord. Reskin the white dragon wyrmling to be Tyrant which is a dungeon boss of Pharos Siruis. Replace the Goblin Chief with Captain Symond. The Twig monsters can be aether corrupted crystalized

Replacements and/or ideas
  • Aleport or Swiftperch are two major settlements in Western La Noscea; either of these can replace Oakhurst and is a predominant Roegadyn population with some Lalafel or Hume; you can replace dwarves or elves with these other races.
  • Novv's nursery is another Oakhurst option. You can replace Oakhurst with this and humans with Sahagin; if this is after Shadowbringers there can be some Roegadyn that migrated there as allies.
  • Draconic inscriptions or writing will be replaced with Ancient Sea Wolf
  • The Siren from the in-game dungeon has charmed Captain Symond and his pirates. His pirates has set traps throughout the citadel and likewise the other pirates have set traps for the enthralled.
  • You can replace the dragon statue with the god of Llymlaen who is one of the twelve and the goddess of navigation.
  • Replace the Gnome Erky Timbers to be a lalafel that was captured before the shipwreck due to him being a wealthy merchant
  • Replace the The Gulthias Tree with Dalamud's shard, which is a giant crystal that looks like it struck the tower.
  • Reskin Belak with the Siren
Dalamud's Shard

A giant crystal that struck the lighthouse during the Seventh Umbral Calamity. The lighthouse used to use a stockpile of lighting crystals which is used as energy source to power the beaming light, when the shard struck the lighthouse it energized the shard with primal energy. The core of the shard lies at the top of the tower

Core of Dalamud's Shard

At the top of the tower lies the core of the shard, the core has an opening where a person could fit inside, The Siren would inject herself in to provide her a temporary surge of power. The Core has AC10 and 35 hit points It is immune to necrotic, poison, psychic damage, and it has resistance to piercing damage. The core has vulnerability to earth damage.
Crystal Thralls. If a humanoid is charmed by The Siren or if they touch the tower , over the next 24 hours the victim will get a strong desire to return to the crystal to absorbed by it. Once the victim is completely absorbed into the crystal, the victim becomes a Thrall to The Siren, and is expelled over the course of 1 hour. Dalmud's Shard can have only four thralls at any one time. A victim’s skin is becomes yellowish, transparent, and crystal-like. A thrall is totally corrupted, becoming neutral evil. Such a creature exists only to serve The Siren. It possesses all of its former abilities and gains the following traits:
Crystalskin. The thrall’s AC can’t be lower than 16.
Crystal Thrall If the core is destroyed, the thrall dies 24 hours later, if The Siren dies the thrall is pacified and will wander until a lightning aspected Primal lay claims to it.

The Siren

FC - The lighthouse keeper who used to be called Krysrael is a Roegadyn thaumature who was struck by the shard. Instead of dying, she found herself infused with lightning energy and the ability to control those who go near the tower. Her goal is to create more servants so that she could experiment with life. Prior to being the keeper, she was outcasted by the Thaumaturge guild for experimenting with infusing life with elemental energy; this is shunned because it could create tempering and is playing with primal energy. Since she didn't technically break any rules, she was exiled to be the lighthouse keeper and put her skills to use the lightning shards to power the lighthouse.

Interaction with The Siren

When the characters arrive, The Siren will loudly announce, “Lay down your arms, I wish to speak to you for a moment” If the characters engage her in conversation, she can share the following information:

Dialogue
  • Who are you and what are you doing?

“I used to be called Krysrael, who was outcasted by the Thaummaturge's guild. I was kicked out for experimental with the imbalance of aether. My research allowed users to be blessed with body augmentations. As punishment, I was sent to work on this lighthouse away from the world to leave it powered on and functional. During the Seventh umbral era, this tower was struct with a giant piece of Dalamuds shard and when I woke up, I was blessed with this new body of mine. Now I am using Dalamud's shard as a conduit for my research.”

  • What is Dalamud's Shard?

“Look around you, this giant crystal that pierced this lighthouse grants me its power to pull any lightning aether from the tower and allow me to alter ones Aetherical Balance. Anyone who submits to me will fall into bliss and would be made anew overtime. It’s beautiful, no? If you give yourselves up and worship me, I will bless you with a new form such as mine. ”

  • What’s with the pirates?

“When I was experimenting with the Shard, Captain Symond was lured to me. I discovered that when I grant others with lightning Aether, it allowed the person to be suggested by other lightning aspected creatures beings such as myself. I do not know how I still retain my will, but now that I am in control of myself; I am able to control others exposed to lightning aether”

  • What’s going on with the crystal?

“In every person there are 6 elements; Lightning, Earth, Air, Fire, Wind, Ice, and Water. and two Aspects: Light, and Darkness. This crystal here is Lightning aspected. When a creature or person is exposed to this crystal too long, it will shape both their body and will to the Lightning Aspect. If a lightning aspected Primal would suddenly arrive they would be able to claim anyone that is lightning aspected. I suppose that would either mean that I am a primal or that I am somehow able to influence anyone blessed by this tower.”

  • Why are you talking to us?

“I want you to experience the bliss that this tower can grant you. Lay down your arms, let me embrace you, and I can form yourself a new body that your mortality could never achieve”

Chapter 4: Miscellaneous


This chapter covers anything else

Materia

Materia is a gem of condensed aether energy that you can attach to gear in order to push its boundaries. It is an type of enchantment with various degrees of strengths. This section is a heavy work in progress

For balance purposes and for scalability, there are 5 tiers of Materia gems:

  • Level 1 Common : designed for players Levels 1 to 5
  • Level 2 Uncommon : For players level 6-10
  • Level 3 Rare : For players level 11-15
  • Level 4 Very Rare : For players level 16-20
  • Level 5 Legendary : For players level 21 and above

If a player were to access a high level materia below their level tier then that player is only able to access a partial section of that gem until they level up. For example if a level 1 player has received a level 5 materia then they are only able to use the level 1 version of that materia and as they level up they unlock the higher tier versions until the maximum level of the materia that they have on hand. If there is no available level 1 version of the materia then they would not be able to grasp its power until they reach the required level.

Equipping Materia

By default most pieces of equipment has only one slot of equippable materia. Armor has one slot and weapons has one slot. Some craftable items can have two or more. But if an item does not mention materia slots then assume it has only one slot unless if it is an magical item.

If an item is magical in nature or is legendary then it does not have materia slots unless otherwise specifically mentioned by the DM.

Creating Materia

Materia can be made by condensing an magical item into its purest form. You must be proficient in a Materia Essence Extractor Tool , this tool can either syphon any excess magical power from a magical item to create a new materia, or consume the item in its entirety to do the same. You could also find an expert that can do the same.

If you consume an magical item in its entirety, you may roll for a materia in the table of its type of rarity If you wish to keep the item but consume its magical properties then you will need to roll in the table below its rarity.

Common Materia
d8 Materia Description
1 Savage Aim +1 to Hit
2 Savage Might +1 to Damage
3 Vitality +1 Hitpoints
4 Battledance +2 Health received upon being healed
5 Filler Filler
6 Filler Filler
7 Filler Filler
8 Filler Filler
Uncommon Materia
d8 Materia Description
1 Lightning Strikes 1d4 Lightning Damage
2 Savage Might II +2 to Damage
3 Vitality II +2 Hitpoints (or 1d4)
4 Battledance II +4 Health received upon being healed
5 Savage Aim II +2 to Hit
6 Filler Filler
7 Filler Filler
8 Filler Filler
Rare Materia
d8 Materia Description
1 Filler Filler
2 Filler Filler
3 Filler Filler
4 Filler Filler
5 Filler Filler
6 Filler Filler
7 Filler Filler
8 Filler Filler
Very Rare Materia
d8 Materia Description
1 Filler Filler
2 Filler Filler
3 Filler Filler
4 Filler Filler
5 Filler Filler
6 Filler Filler
7 Filler Filler
8 Filler Filler
Legendary Materia
d8 Materia Description
1 Quicktongue Any spell is now a bonus action, 1/day use
2 Knight's Oath You successfully dodge any physical attack, 1/day use
3 Filler Filler
4 Filler Filler
5 Filler Filler
6 Filler Filler
7 Filler Filler
8 Filler Filler
Materia Overdrive

"You notice some magical fissures on your wand after you withdraw some aether from the materia to speed up your spell. You suspect that using it again will break the wand"


  • Player: "I would like to use it again"
  • DM: "Roll an Arcana check to see if you succeed"

  • Player rolls a 10, the wand breaks

  • Alternatively , Player rolls a 16, they were able to extract just enough aether to surge their mind with quickness and the wand remains intact

Materia overdrive is an attempt to push its materia power past its limit. This can only be used on materia that has a daily limit, depending on the type of materia the DM can put a difficulty check to pass or else the item would break. The type of check would be specific to the item itself; for example, Quicktongue would need an arcana check, and Knight's Oath could either be an acrobatics check or a constitution check.

Downtime Activities

Hydaelyn is a rich world full of history and traditions passed down by many generations. There is plenty of fun and downtime activities to be had across the world. We have outlined here seasonal events which includes holidays, and the place known as The Golden Saucer which is a place designated for gambling, cactpot, chocobo racing, and games with prizes

Seasonal Events

Throughout the year are seasonal celebrations or holidays that celebrate the coming and going or seasons or honor an event in passing. The events listed below is a rough outline and details the Date, Real world counterpart, and the locations they are celebrated in.

Heavensturn

  • Date: First Astral Moon (Jan)
  • Real World Equivalent: New Years Day
  • Location: Across all of Hydaelyn

The mark of the new year. In Eorzea, Each year is represented by one of the twelve gods, and in Othard it is represented by one of the twelve animals of the zodiac.

Valentione's Day

  • Date: First Umbral Moon (Feb)
  • Real World Equivalent: Saint Valentine's Day
  • Location: Across all of Eorzea

Dedicated to a Countess (Arabelle de Valentione of Ishgard) who valued love above all else, this holiday revolves around the will to take the time to express one's emotion to one another by usually partaking in exchange of gifts and chocolates.

Little Ladies Day

  • Date: Between First Umbral Moon (Feb) and Second Astral Moon (Mar)
  • Real World Equivalent: Hinamatsuri (Girl's Day / Doll Festival)
  • Location: Across all of Eorzea, More Prevalant in Ul'Dah and across Othard

From Final Fantasy Wiki - "Spring has returned to Eorzea, and the motherly Matron has seen fit to bless the realm with a botanical bounty of precious peach trees. The city-states, now clad in lovely shades of pink, play host to a bevy of bewitching beauties of every sort, beside themselves with excitement and expectancy. Their convivial comportment can mean but one thing─the return of Little Ladies' Day, where young maidens across the realm are treated as princesses for a day."

Hatching-Tide

  • Date: Second Astral Moon (Mar)
  • Real World Equivalent: Easter
  • Location: Across all of Eorzea
  • Origin : Gridania
  • Celebrated : Across Eorzea, but mostly in The Shroud

From FFXIV Fandom Wiki - "A fledgling festival, Hatching-tide was born of a prophetic dream visited upon a Gridanian maiden named Jihli Aliapoh. In her dream, the Twelve Archons of old appeared, those heroes who saved the realm from the destruction of the Sixth Umbral Calamity.

Descending from the heavens atop beautifully decorated eggs, they said to Jihli, "Arise, young Dreamer, and make read the vessels for our return." And so she did - painstakingly painting and gilding eggs to match those from her vision.

Word of the prophecy spread, and Jihli attracted helpers to assist in her toils. After the Calamity, the festival grew further, as townsfolk and adventurers flocked to celebrate the Archons of yore, who many believe has some hand in delivering the realm once again.""

Moonfire Faire

  • Date: Fourth Umbral Moon (Aug)
  • Real World Equivalent: Summer Festivals
  • Location : Mostly in La Noscea and Othard

These summer festivals are prevalent in Othard and La Noscea. They celebrate the coming of summer with parades, food stalls, stall games, and fireworks. In Othard it is common to see festival goers wearing masks and yukatas.

The Rising

  • Date: Fifth Astral Moon (Sep)
  • Real World Equivalent: Memorial Day
  • Location : Eorzea

The people of Eorzea pay tribute to the people who lost their lives at the Seventh Umbral Calamity and in the Battle of Carteneau. Typically by visiting the graves of those passed and by leaving flowers by their graves

Lately, a new tradition was created in Uld'ah where people pass out potpourri created from Nymeia Lilies with a pleasant scent which promotes calm and tranquility.

All Saints' Wake

  • Date: Fifth Umbral Moon (Oct)
  • Real World Equivalent: Halloween

From FFXIV Fandom Wiki - "Legend has it that, once a year, the Twelve honor the saints by hosting a lavish feast in the heavens. While the saints are away, however, the realm is bereft of their divine protection, and creatures of darkness come out in droves. Fearing for their lives, the people took to shutting themselves inside their homes. Those who had no choice but to venture outside disguised themselves as fiends, in hopes that they would go unnoticed by the real ones.

That's all in the past now, for these days there are valorous adventurers to keep the cities safe while the saints are away. Having no more reason to be afraid, the people turned All Saints' Wake into a fun celebration.""

Starlight Celebration

  • Date: Sixth Umbral Moon (Dec)
  • Real World Equivalent: Christmas
  • Origin : Ishgard
  • Celebrated : Throughout Eorzea

From Final Fantasy Wiki - "The tradition of the Starlight Celebration dates from several generations ago to have began in Coerthas during the beginning days of the Dragonsong War, the series of battles between the Knights of Ishgard and the Dravanian Horde having left thousands homeless with the Ishgardian children forced to endure in the land's chilling winds. But each night, a handful of Ishgardian knights would seek these children and offer them room within their company barracks. As this act of kindness was strictly forbidden by the knight's charter, these kind men and women, many being once orphans themselves, would conceal the children beneath the red jackets of their uniforms.

After several months, the fighting eventually subsided during one of the Dragonsong War's ceasefires and the incident was soon forgotten. However, a group of former orphans gathered together years later to pay tribute to the knights who rescued them so none would ever forgot their remarkable deeds. During the coldest weeks of each year, they would dress up in brilliant scarlet uniforms and pass out gifts to the children of the realm, passing along the happiness that they once received on a starlit night long ago.""

The Gold Saucer

A hub of gambling located in Southern Thanalan. Owned by the Manderville family, this place houses many different minigames such as Doman Mahjong, Triple Triad, Chocobo racing, and others that you could earn prizes or gil. It has a Cactuar known as Senor Sabotender as the official mascot of the park.

Gambling Activities

In the game, players earn currency called MGP which they can exchange for prizes that are only redeemable in The Gold Saucer but in a D&D setting I recommend for the DM to use standard Gil in order to keep things simple, using Gil also allows adventures to spend their earnings freely. This should be considered by the DM, if they decide to go with MGP then they must make the reward shop.

Triple Triad

Triple Triad is a collectable card game in Eorzea, where players make clever use of their deck's composition to defeat their opponents. There are 5 types of cards base on rarity, the rarity type is marked by a star symbol on the card.

  • Legendary ★★★★★
  • Epic ★★★★
  • Rare ★★★
  • Uncommon ★★
  • Common ★

In a D&D game, triple triad can be a card collectible game where players can purchase booster packs and generate income for the party.

Buying a booster pack

One pack is worth 20 Gil. In a booster pack there are a pack of 12 cards, When opening a pack of cards you will roll dice for each rarity from most rare to least rare.

Each time you receive a card you will subtract from the total amount of cards. Whatever is remaining is the amount of common cards you will receive.

For example: If you receive 1 legendary card, 2 epic cards, 2 rare cards, 4 uncommon cards. then you will only receive 3 common cards since a pack can only have a total of 12 cards.

Rolling for cards
  • Epic Cards - Roll 1 percentile dice - If you roll 90 or higher then you can roll 1d4/2 (round up if uneven). If you rolled a 100 percent then you will receive 1 legendary card.
  • Rare Cards - Roll 1d6/2 (round up if uneven).
  • Uncommon Cards - Roll 1d6
  • Common Cards - Whatever is remaining in the 12 pack is the amount of common cards you get.
Selling cards

You can sell cards to collectors. The profit will vary per card rarity.

  • Legendary Cards - 100-600 Gil per card
  • Epic Cards - 30-70 Gil per card
  • Rare Cards - 10-15 Gil per card
  • Uncommon - 10 Uncommons for 1 Gil
  • Common - 30 Commons for 1 Gil.

Doman Mahjong

From the official website "The ancient Doman game of mahjong joins the entertainment on offer at the Gold Saucer. Face off against your fellow adventurers or practice against automata, and hone your strategies to triumph in this contest of wits!"

This game is based on the real-world counterpart known as Riichi Mahjong. For game rules you could either look up standard Riichi Mahjong rules online or look at the official rules here from the FFXIV website. If you wish for your adventurers to play this game you could bring a real mahjong set to play with the DM or just go with the quick summarized dice version below.

For playing a summarized dice version here are the rules.

Rules
  • Entrance fee is collected at the beginning of the game and earnings are given out at the end of the game.
  • There are four rounds.
  • There are four players.
  • Roll for each player for each round. The player with the highest dice roll wins the round.
  • If there is no clear winner, then there will be another round.
Earnings

There is a standard entrance fee for all four players. Winner takes 2.5x earnings, second place gets the entrance fee back, third place gets half of their earnings back, and fourth place gets nothing.
So if the entrance fee is 100 Gil. Since there are four players, the total pool is 400 gil.

  • Winner gets 250 Gil
  • Second place gets 100 Gil
  • Third place gets 50 Gil
  • Forth place get nothing

Cactpot

The FFXIV equivalent of the lottery ticket. When purchasing a Jumbo Cactpot ticket, simply pick any four digits, each between one and nine, to be used for that week's lottery. Each person can only have a maximum of three tickets. The numbers are announced at the last day of the week. Standard cost of entry is 5 gil (or 5 MGP) but this can be adjusted by the DM.

The DM can roll a D10 for each digit to have the final cactpot result.

The results are announced in The Golden Saucer at noon. For world-building flavor, a DM could consider making the announcements at each City-state capital and could have the tickets be enchanted with a spell that could announce that you are a winner if you have a winning combo.

Here is an example prize pool that an DM can adjust

Numbers Match Reward
1 20 Gil
2 500 Gil
3 100,000 Gil
4 1 Million Gil

Other Gambling Games

There are a ton others of gambling games that you can include in your world. One popular option is from Critical Role which has the world and game rules written up by Matthew Mercer. I found a list of games and rules that were summarized by Geek and Sundry and you can check out those games here.

https://geekandsundry.com/run-the-gambling-games-of-marquet-in-your-own-campaign/

Chocobo Racing

Since the chocobo is the most common method of transporation, it is not uncommon to see Chocobo Racing events and tournaments popping up across Eorzea. The most prevalent and daily location holding these races is near The Golden Saucer.

Betting on Chocobo Races

Odds Roll Win on Payout = Racer Example
7:1 d8 2-8 Wager ÷ 7 Placeholder
5:1 d6 2-6 Wager ÷ 5 Placeholder
3:1 d4 2-4 Wager ÷ 3 Placeholder
2:1 d3 2-3 Wager ÷ 2 Placeholder
1:1 Any Even Wager Placeholder
1:2 d3 1 Wager x 2 Placeholder
1:3 d4 1 Wager x 3 Placeholder
1:5 d6 1 Wager x 5 Placeholder
1:7 d8 1 Wager x 7 Placeholder

Racing Chocobos

Mount Speed Skill Check DC AC Hit Points Attack Damage Constitution
Placeholder 50/80 16* 13 30 +6 8(1d10+3) 15(+2)
Placeholder 40/60 12* 13 26 +4 6(1d8+2) 14(+2)
Placeholder 30/50 8 12 19 +3 8(2d6+1) 15(+2)
Placeholder 40/50 10 11 19 +3 6(1d10+1) 13(+1)
Placeholder 40/60 12 12 24 +3 6(1d8+2) 16(+3)
Placeholder 50/75 14 13 38 +5 6(1d10+1) 15(+2)
Placeholder 50/100 18* 13 46 +6 9(1d12+3) 17(+3)

Appendix A: Mob Stats

Fiends and Voidsent

Ahriman

One of better known voidsent, Ahriman prowls Eorzea's landscape. Known members of the genus include Ahriman and Smolenkos. They are proficient in magic and possess a paralyzing gaze.


Lesser Ahriman

Medium fiend, neutral evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 13 (3d4 + 6)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)

  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Petrified
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understands Eorzean, but can't speak.
  • Challenge 1 (200 XP) Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6 + 1) piercing damage.

Blizzard. The Ahriman casts the Ice Knife spell (EEp157) (DC 12 Saving Throw).

Gaze. The Ahriman channels energy through its eyes and casts the Hold Person spell (BasicRules 251) (DC 14 Saving Throw).


Greater Ahriman

Large fiend, neutral evil -Credit to Avid


  • Armor Class 17 (Natural Armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 25 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 21 (+5) 19 (+4) 10 (0) 12 (+1) 18 (+4)

  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Petrified
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Eorzean, speaks telepathically.
  • Challenge 10 (9600 XP) Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 3) piercing damage.

Multiattack. The monster can use it's bite 3 times in the same turn.

Umbral Storm. (Recharge 5-6) The Ahriman can unleash a blinding lightning burst against a group of targets within 50 feet in a 20-ft.-radius burst. Creatures within the area of effect take 8d6 points of lightning damage and are inflicted with the Blind status for 1d4+1 rounds. A successful Reflex (DC 16) halves the damage and negates the status effect.

Petrifying Gaze. The Ahriman channels energy through its eyes choosing one to three targets it can see within 120 feet of it and casts Petrification Ray. The targeted creature must make a DC 16 DEX saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.. Can only cast 3x per day

Blinding Ray The Ahriman blasts a cone in front of him for 20 feet which will cast the Blindness spell except it affects all within the cone- Note: they can not cast deafness (Basic Rules 219) (CON 14 Saving Throw)

Bombs

  • Entire section is credit to Nate_Ranney

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. Legend even tells of a town completely blown away by a single Bomb!


Bomb

Small elemental (Voidsent), neutral evil


  • Armor Class 11
  • Hit Points 22 (5d6 + 5)
  • Speed fly 30 ft. (Hover)

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

  • Damage Vulnerabilities cold
  • Damage Immunities fire,
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Ignited Illumination : As a bonus action, the bomb can set itself ablaze or extinguish its flames. While ablaze, the bomb sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Detonator (Recharge 6) : The bomb erupts in a 15-foot radius of fire centered on it. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Bombs are the weakest of the genus of bombs native to the void, and also the least dangerous to deal with. They resemble little floating balls of fire, as if about to explode at any moment.


Grenade

Small elemental (Voidsent), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 37(6d8 + 1)
  • Speed fly 30 ft. (Hover)

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 10 (+0)

  • Damage Vulnerabilities cold
  • Damage Immunities fire,
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages --
  • Challenge 2 (450 XP)

Ignited Illumination : As a bonus action, the Grenade can set itself ablaze or extinguish its flames. While ablaze, the grenade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Self Destruct When an attack drops a Grenade down to below 5 hit points or lower but not 0, the bomb begins to swell in size. On its next turn, it explodes in a fiery death. All creatures within a 20-foot radius of the Grenade must succeed on a DC 14 Dexterity Saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage plus 2 (1d4) fire damage.

Detonator (Recharge 6) : The Grenade erupts in a 15-foot radius of fire centered on it. Each creature in that area must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Ogres

Though their body and gait are like to a man, nathless ogres are thin of wit, and lack of cunning, and speak no words but gruntings and lowings. Yet, as much as kind taketh from them in wit, it rewardeth them with quantity of body. Wherefore though he be high of body he is weak of virtue, and his heart is tarred with woodness. There are two varieties of Ogres among the voidsent ogres. The flame bodied Hapalit, and the lightning generating bolthorn


Hapalit Ogre

Large fiend (Voidsent), neutral evil - Credit to Nate_Ranney


  • Armor Class 15
  • Hit Points 114(12d10 + 48)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 19 (+4) 5 (-3) 9 (-1) 3 (-3)

  • Damage Immunities Fire
  • Senses passive Perception 9
  • Languages understands abyssal and infernal but cannot speak.
  • Challenge 8 (3,900 XP)

Charge. If the Hapalit moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Heated Body. A creature that touches the hapalit or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Multiattack. The Hapalit makes two attacks. one with its fist and one gore attack.

Fist. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) fire damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) piercing damage plus 3 (1d6) fire damage.

Firewater. (Recharge 5-6) The Hapalit conjures a globule of fiery oil between it's horns and fires it at a point it can see within 60 feet that it can see. All creatures in a 20 foot radius from that point must make a DC 15 Dexterity saving throw or take 21 (6d6) fire damage on a failed save. Creatures in that area are ignited. Until a creature takes an action to douse the fire, the ignited creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, creatures take half as much damage and don’t catch fire. Flammable objects that aren't being worn or carried in that area are also ignited.

Natural Creatures

Cactuar

  • Credit to Vivid_Steel

Cactuars are mobile succulents native to Thanalan. They are generally docile unless provoked and are known for their distinctive pose when they stop moving. When threatened, cactuars can spray their spines at predators although they're just as apt to flee. Rumors speak of intelligent cactuars and of cuttings intelligent to follow the adventurer tending to them.


Cactuar

Small plant, unaligned


  • Armor Class 15
  • Hit Points 4d6+4 (17)
  • Speed 30ft

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (0) 4 (-3) 16 (+3) 3 (-4)

  • Skills Perception +5
  • Senses passive perception 15
  • Challenge 1/2 (100xp)

Spines. Creatures that make unarmed or melee attacks must succeed on a dexterity saving throw (DC 10) or take 1 piercing damage from the Cactuar's spines.

Actions

100 Needle The cactuar sprays spines in every direction. Every creature within 10 fulms of the cactuar must make a dexterity saving throw (DC 13). A creature takes 2d6 piercing damage on a failed save or half as much on a successful save. Strike Melee Attack +5, Reach 5ft, one target. Hit 5 1d6+2 piercing damage


Spriggan

Small humanoid, neutral evil


  • Armor Class 15 (Tough Fur)
  • Hit Points 7 (2d6)
  • Speed 30ft

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

  • Skills Stealth +6
  • Senses Darkvision 60ft., passive Perception 9
  • Languages Common, Spriggish
  • Challenge 1/4 (50 XP)

Nimble Escape. The spriggan can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

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

Diamond Dust. Ranged Magic Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6+2) piercing damage



























Malboro

Large plant, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 20ft

STR DEX CON INT WIS CHA
18(+4) 12(+1) 20(+5) 3(-4) 16(+3) 6(-2)

  • Saving Throws Con +9
  • Skills Perception +7
  • Damage Vulnerabilities fire
  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, paralyzed, poisoned
  • Senses blindsight 120ft.(blind beyond this radius); passive Perception 17
  • Challenge 9 (5,000 XP)

Stench. Any creature that starts its turn within 10 feet of the malboro must succeed on a DC 17 Constitution saving throw or >be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the malboro’s stench for 24 >hours.

Actions

Multiattack. The malboro makes three attacks: two with its tentacles and one with its bite.

Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 4) piercing damage plus 9 (2d8) poison damage.

Tentacle. Melee Weapon Attack:+7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. Bad Breath (Recharge 5-6). The malboro exhales a cloud of nauseating gas in a 40-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a successful one. On a failed save, a creature is also poisoned for 1 minute. While poisoned in this way, a creature takes 5 (1d8) poison damage at the start of each of its turns and must spend its action retching and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that do not need to breathe or are immune to poison automatically succeed on this saving throw.


Solitary Sprouts. If anything good can be said about malboros, it is the fact that they are solitary by nature. Malboros are territorial creatures, and will drive off or kill others of their kind. They also view shambling mounds as rivals and will try to eliminate any that encroach upon their territory.

Ravenous Horrors. A malboro does not photosynthesize like a normal plant, instead deriving all its nutrients from the creatures it devours. During daylight hours it will seek out and consume any animal smaller than itself, digesting them within its disgusting maw. At night the malboro plants its tentacles into the ground and becomes dormant.

Goobbue

  • Credit to Avid

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. On average, Goobbue stand at about 20 fulms, or 6 meters tall. They typically live in the La Noscea and Thanalan territories


Goobbue

Large giant, unaligned - Credit to Avid


  • Armor Class 15 (Natural Armor)
  • Hit Points 84 (8d10+40)
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

  • Skills Perception +2
  • Damage Resistances Bludgeoning
  • Senses Passive Perception 12
  • Challenge 3 (700xp)

Keen Smell The Goobue has advantage on Wisdom (Perception) checks that rely on smell

Mosseater (2 uses/day) The Goobue can choose to eat the moss off it's back to regain 10 hitpoints at the start of its turn. If it has suffered Fire or Acid damage, this trait does not function until the Goobue takes a short or long rest.

Actions

Multiattack The Goobue attacks twice with it's slam

Slam Melee Attack: +3, Reach 5ft/10ft, One target
The Goobue slams down it's arms and the target must make a Strength save (DC 12) to not be knocked prone.

Moldy Sneeze (Recharge 5-6)
Melee Attack +3, Reach 20ft cone Hit: 13 (2d8+4) Poison damage
The Goobue lets out a mighty sneeze in a 20ft cone in front of itself and players in range must make a Constitution save (DC 14). On a failed save, players are poisoned and have disadvantage on Attack Rolls and Ability Checks. Players can make an additional CON save at the end of their turn to remove the poison.
On a successful save, players take half damage and are not poisoned.


Coblyn

Small creature, unaligned - Credit to Avid


  • Armor Class 16 (Natural Armor)
  • Hit Points 22 (4d8+4)
  • Speed 20ft

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth +4
  • Senses Passive Perception 9
  • Challenge 1/4 (50xp)

Actions

Shatter (Recharge 5-6) Melee Weapon Attack: +0, Reach 10ft radius
Hit: 6 (1d8+2) Thunder damage
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throq (DC 10). Take half damage on a successful save. A creature made of inorganic material such as stone, crystal, or metal had disadvantage on this saving throw.

Bite Melee Attack +2, Reach 5ft, One target
Hit 4 (1d4+2) Piercing damage

Elementals

 - Credit to Nate_Ranney
Elementals are essentially spirits by another name and appear to be made of pure aether. They are found across Eorzea but are most prominent in The Black Shroud, a forest said to be created for them specifically by Nophica. They are revered by the citizenry of Gridania and it is by their grace that the city-state continues to exist. The seedseers maintain communication to them to this effect.
Some elementals may appear corrupt and others appear as mischievous sprites. It is these forms of lesser elementals that are most commonly engaged in combat.


Elemental Sprite

Small elemental, unaligned - Credit to Nate_Ranney


  • Armor Class 11
  • Hit Points 12 (6d4)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 4 (-3) 12 (+1) 11 (+0)

  • Damage Resistances Respective of it's Elemental infusion type
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

  • Senses darkvision 60 ft., passive Perception 12
  • Languages --
  • Challenge 1/4 (50 XP)

Elemental Infusion The Elemental Sprite has damage resistance equal to it's respective type, and it's slam attack deals an additional 2 points damage depending on it's type:

Earth Sprite: Force Damage

Fire Sprite: Fire Damage

Ice Sprite: Cold damage

Lightning Sprite: Lightning Damage

Water Sprite: Acid Damage

Wind Sprite: Thunder Damage

Innate Spellcasting. : The Elemental Sprite can innately cast the following spells, depending on it's type, requiring no material components. Its innate spellcasting ability is Wisdom (spell save DC 11).

Earth Sprite, 2/day: Earth Tremor

Fire Sprite, 2/day: Chromatic Orb (fire)

Ice Sprite, 2/day: Chromatic Orb (cold)

Lightning Sprite, 2/day: Chromatic Orb (Lightning)

Water Sprite, 2/day: Chromatic Orb (Acid)

Wind Sprite, 2/day: Chromatic Orb (Thunder)

Actions

Slam : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) + 2 Elemental Infusion damage.

Pieste

 - Credit to Nate_Ranney
The peiste and it's cousin the basilisk is a large scalekin common to most regions of Aldenard. As is the case with many others in the scalekin family, peistes are swift to respond to any percieved intrusion of their territory with unrestrained ferocity. Doubtless owing to their size and savagery, these creatures are oft depicted in religious allegory as the incarnation of evil, most notably in the famous tale, "Saint Daniffen and the Basilisk."


Peiste

Medium monstrosity, unaligned - Credit to Nate_Ranney


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages ---
  • Challenge 3 (700 XP)

Cold Gaze : If a creature starts its turn within 30 feet of the peiste and the two of them can see each other, the peiste can force the creature to make a DC 12 Constitution saving throw if the peiste isn't incapacitated. On a failed save, the creature is paralyzed for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.


Dire Peiste

Large monstrosity, unaligned - Credit to Nate_Ranney


  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 2 (-4) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages ---
  • Challenge 6 (2,300 XP)

Cold Gaze : If a creature starts its turn within 30 feet of the peiste and the two of them can see each other, the peiste can force the creature to make a DC 14 Constitution saving throw if the peiste isn't incapacitated. On a failed save, the creature is paralyzed for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack The Dire Peiste makes two bite attacks.

Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 3) piercing damage plus 10 (3d6) poison damage.

Peistes never stop growing, and those that live long enough eventually grow into a Dire Peiste, much larger and tougher than the younger members of their species, they are indeed a threat to many fledgling adventurers. Though thankfully, due to their aggressive nature, and their valuable eyes that are used to make jewelry and magical items, few live long enough to grow into a dire peiste.


Coeurl

Medium Beast, unaligned - Credit to Nate_Ranney


  • Armor Class 13
  • Hit Points 43 (5d4 + 12)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+3) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages --
  • Challenge 2 (450 XP)

Keen Smell. The Coeurl has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the Coeurl 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 13 saving throw or be knocked prone. If the targt is prone, the panther can make one bite attack against against it as a bonus action.

Actions

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

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage.

Charged Whisker (5-6) The Coeurl unleashes a reserve of charged up electricity from the two long whiskers on it's head in a 15 foot radius centered around it. Each creature in that area except the coeurl must make a DC 12 Constitution saving throw or take 1d8 lightning damage and be paralyzed 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.


Giant Praying Mantis

Medium beast, unaligned - Credit to Nate_Ranney


  • Armor Class 15
  • Hit Points 55(10d8 + 10)
  • Speed 30ft., climb 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 2 (-4) 11 (+0) 3 (-4)

  • Skills Perception +4, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages --
  • Challenge 2 (450 XP)

Ambusher. The mantis has advantage on attack rolls against any creature it has surprised.

Keen Sight. The mantis has advantage on Wisdom (Perception) checks that rely on sight.

Spider Climb. The mantis can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Surprise Attack. If the mantis surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The mantis makes two melee attacks

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature grappled by the mantis. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage and the target is grappled (escape DC 12). Ability checks made to escape this grapple have disadvantage. Until this grapple ends, the target is restrained, and the mantis can't uses its claws against another target.

Mantis

As mantis sightings in Eorzea coincide with the time period in which Lalafellin settlers from the south arrived in Vylbrand, it has been concluded that the giant insectivorous vilekin (also found in abundance in the Lalafell's homelands) were unintentionally brought over by the Plainsfolk - eggsacs most likely attached to the reeds from which the clan wove its sea ships.


Land Jellyfish

Small beast, Unaligned - Credit to Nate_Ranney


  • Armor Class 13
  • Hit Points 7 (2d4 + 2)
  • Speed 0ft., fly 20 ft. (hover)

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

  • Skills Perception +10, Stealth +10
  • Senses Blindsight 40 ft, passive Perception 20
  • Languages --
  • Challenge 1/8 (25 XP)

Amphibious. The Jellyfish can breath both air and water.

Transparent. Even when the jellyfish is in plain sight, it takes a successful DC 12 Wisdom (Perception) check to spot the creature if it has neither moved nor attacked. A target that tries to enter the jellyfish's space while unaware of the creature takes 4 (1d4+2) lightning damage and is surprised by the creature.

Amorphous. The jellyfish can move through a space as narrow as 1 inch wide without squeezing.

Actions

Irritating Tendrils Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4) lightning damage. If it's target is medium or smaller, the target must succceed on a DC 11 Constitution saving throw, or the target is stunned until the end of its next turn.

Sandworm

From the game description "Worms are massive, segmented creatures of voracious appetite. By rhythmically vibrating their long bodies hundreds of times in the space of an instant, they are able to produce waves in the sand beneath them, and thereby propel themselves at speeds which belie their ungainly appearance. Upon encountering prey, a worm leaves naught to chance, engulfing both its victim and a sizeable volume of the surrounding sand in its great maw."

For it's statblock please use Purple Worm from the D&D Players Handbook


Sandworm Larva

Large monstrosity, Unaligned - Credit to Avid


  • Armor Class 13 (Natural Armor)
  • Hit Points 65 (9d12 + 25)
  • Speed 30ft., burrow 30ft

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 15 (+2) 4 (-3) 10 (0) 5 (-3)

  • Skills Stealth +5
  • Senses Darkvision 60 ft, tremorsense 60 ft passive Perception 10
  • Languages --
  • Challenge 3 (700 XP)

Burrow. The Sandworm can use its movement to burrow below the surface. While underground, if it passes underneath a creature, the creature must make a Dexterity saving throw (DC 10) or be knocked prone.

Actions

Multiattack The Sandworm makes two attacks. Two with its Slam or One with its slam and one with its Bite.

Slam Melee Weapon Attack +5, Reach 10 ft, One Target. Hit 7 (1d8+3) bludgeoning damage

Bite Melee Weapon Attack +5, Reach 10 ft, One Target. Hit 12 (2d8+3) piercing damage

If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Sandworm can't bite another target

Sandstorm (Recharge 5-6) The Sandworm chooses a target it can see and creates a sandstorm in a 10 ft radius of the target. The target must make a Dexterity saving throw (DC 14). On a failed save, the target is buffeted by sandy winds and takes 1d12+3 bludgeoning damage, taking another 1d8 damage until the end of their next turn. On a success , the target takes half damage and does not take the additional damage


Small Eft

Small beast, Unaligned - Credit to Avid


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 +3 )
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (0) 5 (-3)

  • Senses darkvision 30 ft, passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 +2) piercing damage.

Multiattack The Eft makes two attacks

Bog Bomb (Recharge 5-6) . Bog Bomb: +4 to hit, reach 5 ft. or range 15/30ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. The Eft Spews forth sludge dealing damage in a 15 ft radius. Players make a Dex save (DC11) to avoid being hit, taking full damage on a fail. The area of the attack becomes difficult terrain.


Large Eft

Large beast, unaligned - Credit to Alessio


  • Armor Class 13 (natural armor)
  • Hit Points 65 (10d10 + 10)
  • Speed 20 ft., burrow 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Damage Vulnerabilities fire
  • Damage Resistances acid, lightning
  • Damage Immunities poison
  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Amphibious. The eft can breathe air and water.

Mudswimmer. The eft can move through mud: it has a burrow speed of 10 ft. in muddy terrain.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape 13). Until this grapple ends, the target is restrained, and the eft can't bite another target.

Swallow. The eft makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the eft's turns. The eft can have only one target swallowed at a time. If the eft dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Lightning Discharge. (Recharge 5-6). The eft emit a lightning discharge center on itself on a 10 feet radius. Each creature within range must make a DC +3 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Swallowed creatures are not affected


Lentic Mudpuppy

Large beast, Unaligned - Credit to Avid


  • Armor Class 14 (natural armor)
  • Hit Points 60 (8d10 + 16 )
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Senses darkvision 30 ft, passive Perception 11
  • Languages --
  • Challenge 1 (200 XP)

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 +2) piercing damage.

Multiattack The Mudpuppy makes two attacks

Bog Bomb (Recharge 5-6) . Ranged or Melee Attack: +5 to hit, reach 5 ft, or range 15/30ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. The Mudpuppy spews forth sludge dealing damage in a 15ft radius. Players make a Dex save (DC11) to avoid being hit, taking full damage on a fail. The area of the attack becomes difficult terrain for 1d4 turns.

Peculiar Light (Recharge 6) . Melee Spell Attack: +3 to hit, reach 10 ft, radius Hit: 14 (2d12 + 1) psyhic damage. Players must make a CON save and on a fail, they take full damage and are blinded. On a success, they take half the damage and are not blinded.


Hellbender

Large beast, Unaligned - Credit to Avid


  • Armor Class 16 (natural armor)
  • Hit Points 114 (12d10 + 48 )
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 2 (-4) 16 (+3) 5 (-3)

  • Senses darkvision 30 ft, passive Perception 13
  • Languages --
  • Challenge 3 (700 XP)

Actions

Multiattack The Hellbender makes two Bite attacks

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 +2) piercing damage.

Bog Bomb (Recharge 5-6) . Ranged or Melee Attack: +6 to hit, reach 5 ft, or range 15/30ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. The Hellbender spews forth sludge dealing damage in a 15ft radius. Players make a Dex save (DC12) to avoid being hit, taking full damage on a fail. The area of the attack becomes difficult terrain for 1d4 turns

Bubble Breath (Recharge 5-6). The Hellbender exhales a blast of water in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (3d8 + 4) cold damage on a failed save, or half as much damage on a successful one.

Peculiar Light (Recharge 6) . Melee Spell Attack: +5 to hit, reach 10 ft, radius Hit: 16 (2d12 + 3) psyhic damage. Players must make a CON save and on a fail, they take full damage and are blinded. On a success, they take half the damage and are not blinded.

Queer Bubble (3/day). The Hellbender creates a magic bubble around a target it can see in a 60ft radius. The target becomes restrained and slowly begins to suffocate, taking 4 (1d8) cold damage every round. The target can make a Strength save (DC 14) or make a melee attack with disadvantage against the bubble (AC14, HP30) to free themselves.

Drakes


Guivre Biast

Large dragon, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 30 ft., burrow 20 ft.,

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 4 (-3) 10 (+0) 8 (-1)

  • Skills Perception +2
  • Damage Resistances lightning
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands draconic, but can't speak
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The drake makes two attacks: one with it's bite, and one with it's tail

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage + 4 (1d8) lightning damage

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

Lightning Breath (Recharge 5-6) : The drake exhales lightning in a 60-foot line. Each creature in that area must make a DC 14 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.

Drake

Drakes are vicious and unrelenting hunters, often tracking prey over several miles before roasting their exhausted quarry with a torred breath. The Amalj'aa are known to domesticate drakes for use as mounts and hunting companions, amongst other things. Unlike most drake species, the biast is notable for spitting lightning instead of flame. Drakes that grow exceptionally large are known as Guivres.

Eorzean Drakes

Guard Drakes in Hydaelyn are similar to the ones seen in other settings, but though they have the same statistics as those seen in VGtM (page 158), they instead have the same growth rate as a dog, can reproduce with other drakes, and have the their own breath weapon of their chromatic counterpart. Only Red and Blue Variants exist in Hydaelyn.

To do so, add the breath weapon from the stats of a dragon wyrmling of the corresponding color with the following changes:
Saving Throw DC: The save DC is 13 across all colors.


Damage The damage dice is reduced by half (rounded down).

Beast Tribes of Eorzea

The entire Amal'Jaa section is thanks to /u/Nate_Canney

Amal'jaa

The hulking Amalj'aa are a race of nomadic beastmen who inhabit the grasslands of Paglth'an, where they subsist by hunting the native wildlife. These worshippers of the primal Ifrit believe that the region of Thanalan has been purified by sacred flame. In their efforts to reclaim this holy land, Amalj'aa warriors have clashed time and again with the forces of the sultanate of Ul'dah.


Amalj'aa Halberdier

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 10 (0)

  • Skills Acrobatics +5, Athletics +4 Survival +5,
  • Damage Resistances Fire
  • Senses passive Perception 11;
  • Languages Amaljic,
  • Challenge 3 (750 XP)

Actions

Multiattack : The Amalj'aa makes two melee attacks: one with it's halberd and one with it's haymaker.

Halberd : Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice. If the amalj'aa rolls a 1 or 2 on the damage dice, it can choose to reroll the dice, and must use the new roll.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Halberdiers are masters of the polearm among the Amalj'aa and make up a solid portion of the Roh caste among the nomadic tribes.


Amalj'aa Ranger

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 10 (0)

  • Skills Acrobatics +5, Athletics +4, Survival +5, Percetion +3
  • Damage Resistances Fire
  • Senses passive Perception 11;
  • Languages Amaljic,
  • Challenge 2 (450 XP)

Archer's Eye (3/Day) As a bonus action, the amaj'aa can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions

Multiattack : The amalj'aa makes two attacks with it's longbow.

Longbow : ranged Weapon Attack: +5 to hit, reach 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Haymaker : Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Rangers take up positions among both the Roh caste and Boh castes of the Amalj'aa serving as both hunters and warriors depending on the situation.

1

Amalj'aa Thaumaturge

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 33 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (0)

  • Saves Intelligence +5, Wisdom +3
  • Skills Arcana +5 , Athletics +3, Religion +5
  • Damage Resistances Fire
  • Senses passive Perception 13;
  • Languages Amaljic,
  • Challenge 3 (700 XP)

Unstable Aether (5/Day) When the Amalj'aa Thaumaturge cast's a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Spellcasting The Thaumaturge is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following Black Mage spells prepared:

Cantrips (at will) : create bonfire, fire bolt, mage hand, thaumaturgy

1st level (4 slots): chromatic orb, shield, sleep, witch bolt

2nd level (3 slots): Aganazzar's scorcher, blindness/deafness, heat metal, scorching ray, Snilloc's snowball swarm

3rd level (2 slots): call lightning, counterspell, fireball, hold person, sleet storm

Actions

Staff : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 1) bludgeoning damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 1) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Amalj'aa Thaumaturges are the shock troops of any Amaljic warband. While they can cast lightning and ice spells as easily as fire spells, they vastly prefer fire spells to show their dedication to Lord Ifrit's cleansing flames. When not trying to kill, they generally try to imcompasitate their foes to later be used as slaves or to be branded by Lord Ifrit in their next summoning.


Amalj'aa Bruiser

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 17
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 8 (-1) 15 (+2) 10 (0)

  • Skills Acrobatics +4, Athletics +5 Survival +4,
  • Damage Resistances Fire
  • Senses passive Perception 14;
  • Languages Amaljic,
  • Challenge 4 (1,100 XP)

Stunning Strike (Recharge 5–6). When the amalj'aa hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the amalj'aa’s next turn.

Unarmored Defense. While the Pugilist is wearing no armor and wielding no shield, it's AC includes its Wisdom modifier.

Actions

Multiattack : The Amalj'aa makes three melee attacks: two with it's unarmed strike and one with it's haymaker.

Unarmed Strike : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Reactions

Deflect Missile In response to being hit by a ranged weapon attack, the amalj'aa deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

Of all the Amalj'aa warriors, their bruiser's are some of their most effective combatants. Preferring to use their fists, over other weapons, Bruisers, or sometimes known as pugilists, can turn the tide in a raid effectively if their opponents find themselves more competent in combat than the standard merchant and Brass Blade.

2


Zahar'ak Fortune-Teller

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 15
  • Hit Points 68 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 18 (+4) 16 (+3) 15 (+2)

  • Saves Intelligence +5, Wisdom +7
  • Skills Arcana +8,Perception +7, Religion +8
  • Damage Resistances Fire
  • Condition Immunities Fear
  • Senses passive Perception 18;
  • Languages Common, Amaljic
  • Challenge 6 ( 2,300​ XP)

Innate Spellcasting The Zahar'ak Fortune-teller's spellcasting ability is wisdom. The Zahar'ak Fortune-teller can innately cast the following spells, requiring no material components:

At will: True Strike

2/day each: Augery, Fortune's Favor, Healing Word

1/day each: Commune, Diviniation

Spellcasting: The Zahar'ak Fortune-teller is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Fortuneteller has the following Black Mage spells prepared:

Cantrips (at will): absorb elements, create bonfire, fire bolt, thaumaturgy

1st level (4 slots): Burning Hands, magic missile, shield, sleep,

2nd level (3 slots):blindness/deafness, dragon's breath, heat metal, scorching ray,

3rd level (3 slots): counterspell, dispel magic, fireball, hold person

4th level (3 slots) : arcane eye, *dimension fire shield, wall of fire

5th level (1 slot): Destructive Wave,

Unstable Aether (6/Day) When the Fortune-teller cast's a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Wildfire Idol : The Zahar'ak Fortune-teller, and all allies within 30 feet of the Zahar'ak Fortune-teller have advantage on saving throws and are immune to the fear condition, and their weapon attacks deal an additional 1d4 damage on their melee or ranged weapon attacks.


Actions

Staff : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2 (1d4) fire damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2 (1d4) fire damage. and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Amalj'aa Fortune-tellers are the spiritual leaders of their tribe and an invigorating presense on the battlefield thanks to their Wildfire Idols that only they can use, as well as being experienced divinators blessed by Ifrit, enabling them some presense of control over the battlefield.

Beasts of the Beastmen: Drakes


Most of the beast tribes have a creature of their tribe with which they use as mounts, attack animals, or livestock. For the Amalj'aa it is the drakes. Less intelligent and deadly than the true dragons of Midgardsormr's line, but still deadly in their own right, Red Guard Drakes are the Amalj'aa's favored creature for obvious reasons. Training a drake is a long and arduous process that begins the moment the scalekin hatches. Never allowed to see its mother, the creature is raised solely in the presence of a drake whisperer while being weaned on the incendiary glands of aged battle drakes to ensure it is both submissive and deadly.

Variant: Drake Whistles


Some amalj'aa carry a bone whistle that calls a trained red guard drake. Should an amalj'aa that own's one of these whistles,blow this whistle, their guard drake will arrive at the end of their next turn. Guard Drakes in Hydaelyn are similar to the ones seen in other settings, but though they have the same statistics as those seen in VGtM (page 158), they instead have the same growth rate as a dog, can reproduce with other drakes of the same color, and have the their own breath weapon of their chromatic counterpart. This change does not alter the Challenge Rating of the Drake.

To do so, add the breath weapon from the stats of a dragon wyrmling of the corresponding color with the following changes:


Saving Throw DC: The save DC is 13 across all colors.


Damage The damage dice is reduced by half (rounded down).

3

Red Guard Drake (Hydaelyn variant)

Medium dragon, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., climb 30 ft.,

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

  • Skills Perception +2
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands draconic and amaljic, but can't speak
  • Challenge 2 (450 XP)

Actions

Multiattack. The drake makes two attacks: one with it's bite, and one with it's tail

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.

Fire Breath (Recharge 5-6) : The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Sahagin

  • Entire section credit to Alessio

From Final Fantasy Wiki

Sahagin are a beast tribe from La Noscea, and are constantly fighting against Limsa Lominsa, attacking ships or citizens wandering outside the city-state. Their Primal is Leviathan, sometimes summoned to attack Lominsan ships, and their stronghold is the Sapsa Spawning Grounds in Western La Noscea.

They appear to look like bipedal crocodiles with fins and their favored weapon is the spear or trident.

Although the Sahagin have little love for the other races of Eorzea, not all desire conflict. Among those, Clutchfather Novv believes continual warring against Limsa Lominsa in the wake of the Calamity is suicidal. Instead, he feels establishing more peaceful relations is vital so the Sahagin race can recover, even going as far as aiding those harmed by more aggressive Sahagin such as the Coral Tridents.


Sapsa Shelfclaw

Medium humanoid (Sahagin), Lawful Evil


  • Armor Class 15 (natural armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft, swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 10 (+0) 12 (+1) 9 (-1)

  • Skills Acrobatics +5, Athletics +3, Survival +3
  • Damage Resistances cold
  • Senses darkvision 120ft, passive Perception 11
  • Languages Common, Sahaginspeak
  • Challenge 2 (450 XP)

Amphibious The sahagin can breathe air and water.

Lacerate (3/day). As part of the sahagin's claw attack, the target must make a DC 13 Dexterity saving throw. On a fail, the target wounds start bleeding for 2 (1d4) turns, causing it to lost 4(1d8) hit points at the beginning of each of their turn.

Actions

Multiattack. The sahagin makes three melee attacks: one with its bite, two with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Sapsa Shelfscale

Medium humanoid (sahagin), lawful evil


  • Armor Class 12 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 9 (-1)

  • Skills Acrobatics +3, Athletics +5, Survival +3
  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Sahaginspeak
  • Challenge 3 (700 XP)

Amphibious. The sahagin can breathe air and water.

True Trust. (Recharges 5-6): The sahagin tries to pin down its opponent. As part of its attack, the target must make a DC 13 Dexterity saving throw or be restrained. The opponent can break out by passing a DC 13 Strength saving throw, or if the sahagin let go of them (no action required). While the target is restrained the sahagin can't move or take actions without first releasing them.

Actions

Enwater. (Recharges 5-6): As a bonus action, the sahagin empowers its next attack, adding 9 (2d8) cold damage to one single attack roll.

Multiattack. The sahagin makes two melee attacks with its trident.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, or 14 (2d10 + 3) piercing damage if used with two hands to make a melee attack.


Sapsa Priest

Medium humanoid (Sahagin), Lawful Evil


  • Armor Class 12 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft, swim 40 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 16 (+3) 18 (+4) 12 (+1)

  • Saving Throws Int +6, Wis +7
  • Skills Arcana +6, Perception +7, Religion +6
  • Damage Resistances cold
  • Senses darkvision 120ft, passive Perception 17
  • Languages Common, Sahaginspeak
  • Challenge 6 (2,300 XP)

Amphibious The sahagin can breathe air and water.

Fluctuating Aether (5/day). When the sapsa priest casts a spell, it can choose to reroll once any damage or healing roll associated with it. The sapsa priest must use the new result.

Innate Spellcasting. The sapsa priest's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Word of radiance.
2/day each: Shield, acid arrow, crown of madness.
1/day each: Conjure elemental (water), destructive wave.

Spellcasting. The sapsa priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The sapsa priest has the following spells prepared:

Cantrips (at will): Mold earth, shape water, thunderclap, resistance.
1st level (4 slots): Mage armor, create or destroy water, cure wounds, shield of faith, entangle, guiding bolt.
2nd level (4 slots): Barkskin, blindness/deafness, spiritual weapon, warding bond, hold person.
3rd level (3 slots): Wall of water, tidal wave, mass healing word, dispel magic, spirit shroud.
4th level (3 slots): Control water, grasping vine, guardian of nature
5th level (1 slot): Maelstrom.

Actions

Multiattack. The sahagin makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6(1d8 + 2) bludgeoning damage if used with two hands.


Sapsa Shelfspine

Medium humanoid (sahagin), lawful evil


  • Armor Class 17 (natural armor, shield)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 9 (-1)

  • Skills Athletics +5, Perception +5, Survival +3
  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Common, Sahaginspeak
  • Challenge 4 (1,100 XP)

Amphibious. The sahagin can breathe air and water.

Actions

Multiattack. The sahagin makes three melee attacks: one with its bite and two with its spear.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Water Cannon. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) cold damage.

Hydroball. (Recharges 5-6): The sahagin exhales water in a 10-feet cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. On a failed save, a targeted creature falls prone.


Sapsa Shelftooth

Medium humanoid (sahagin), lawful evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 12 (+1) 17 (+3) 10 (+0)

  • Saving Throws Int +3, Wis +5
  • Skills Medicine +5, Nature +3, Religion +3
  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Sahaginspeak
  • Challenge 3 (700 XP)

Amphibious. The sahagin can breathe air and water.

Fluctuating Aether. (3/Day) When the sahagin casts a spell it can choose to reroll once any damage or healing roll associated with it. The sahagin must use the new result.

Spellcasting. The sahagin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The sahagin has the following White Mage spells prepared:

Cantrips (at will): Mold earth, shape water, thunderclap, resistance.
1st level (4 slots): Mage armor, create or destroy water, cure wounds, shield of faith, entangle.
2nd level (3 slots): Barkskin, blindness/deafness, spiritual weapon.
3rd level (2 slots): Wall of water, tidal wave, mass healing word.

Actions

Multiattack. The sahagin makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Ixal

  • Entire section credit to Avid

From Final Fantasy Wiki
Ixal are a race of bird-like Beastmen who worship the primal Garuda. Though they are mostly found in the highlands of Coerthas and the unseen Xelphatol, their frequent excursions into the northern Black Shroud has drawn them into conflict with Gridania.

The Ixal are lithe in stature, and feature horns and a toothed beak. For reasons unknown, after their exile from the Black Shroud, new generations of Ixal have lacked pinion feathers. Having lost their ability to fly, they use balloons for transporting cargo throughout mountain passes. Their main stronghold is Natalan, located east of Camp Dragonhead in the Coerthas Highlands. As befitting their reverence for the Lady of Vortexes, the Ixal have an affinity to using wind magic, and her blessings power the airstones that guide their airships.


Ixali Strongbeak

Medium humanoid (Ixal), Lawful Evil


  • Armor Class 13(natural armor)
  • Hit Points 34 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 10 (+0)

  • Skills Insight +4, Nature +5, Survival +4
  • Damage Resistances thunder
  • Senses passive Perception 12
  • Languages Common, Ixali
  • Challenge 3 (700 XP)

Babaric Surge (3/day). As a bonus action, the Ixali Strongbeak can empower its attacks with rage. For 1d4 rounds, it deals an additional 1d6 thunder damage for all damage rolls, but has disadvantage to hit.

Actions

Multiattack. The Strongbeak makes two attacks with its Scimitar

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Coming Storm (Recharge 5-6). The Ixal gathers the energy of the wind and makes an additional attack roll.


Ixali Swiftbeak

Medium humanoid (Ixal), Lawful Evil


  • Armor Class 14 (natural armor)
  • Hit Points 25 (3d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 10 (+0)

  • Skills Athletics +2, Insight +4, Nature +5, Survival +4
  • Damage Resistances thunder
  • Senses passive Perception 12
  • Languages Common, Ixali
  • Challenge 2 (700 XP)

Swift Gust (3/day). As a bonus action, the Ixali Swiftbeak calls forth the power of the wind to boost its evasion. For 1d4 rounds, it forces disadvantage on attack rolls made against it.

Actions

Multiattack. The Swiftbeak makes two attacks with its Spear

Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Coming Storm (Recharge 5-6). The Ixal gathers the energy of the wind and makes an additional attack roll.


Ixali Wildtalon

Medium humanoid (Ixal), Lawful Evil


  • Armor Class 17 (natural armor)
  • Hit Points 55 (6d8+19)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +6, Insight +5, Nature +4, Survival +5
  • Damage Resistances thunder
  • Senses passive Perception 11
  • Languages Common, Ixali
  • Challenge 4 (1,100 XP)

Strength of the Winds (3/day). As a bonus action, the Ixali Strongbeak surrounds its weapon with powerful gusts of wind. For 1d4 rounds, it has +5 to hit and its critical range is lowered to 19.

Actions

Multiattack. The Wildtalon makes two attacks with its Spear

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Coming Storm (Recharge 5-6). The Ixal gathers the energy of the wind and makes an additional attack roll.

Reactions

Calm Breeze. The Ixal summons a calm breeze. The Ixal reduces the damage roll of an attack made against it by 2d6. If the attack is reduced to 0, the attack is reflected back towards the attacker at half strength.


Ixali Fearcaller

Medium humanoid (Ixal), Lawful Evil


  • Armor Class 11 (14 with mage armor)
  • Hit Points 28(5d8+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws Int +4, Wis +5
  • Skills Arcana +4, Nature +6, Religion +4
  • Damage Resistances thunder
  • Senses passive Perception 13
  • Languages Common, Ixali
  • Challenge 4 (1,100 XP)

Aetheric Surge (3/day). When the Ixali Fearcaller casts a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Spellcasting. The mage is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The mage has the following spells prepared:

Cantrips (at will): Gust, blade ward, booming blade, magic stone
1st level (4 slots): Chromatic Orb, mage armor, feather fall, earth tremor, fog cloud
2nd level (3 slots): Dust Devil, Shatter, Warding Wind
3rd level (2 slots): Haste, thunder step, Wind Wall

Actions

Multiattack. The Fearcaller makes two attacks with its Quarterstaff.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.


Natalan Watchwolf

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 45 (5d10 + 15)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +5, Stealth +4
  • Damage Immunities cold
  • Senses passive Perception 15
  • Languages
  • Challenge 3 (700 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The Watchwolf makes two attacks: One with its Bite and one with its Claw

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Sanguine Thirst (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. The Watchwolf takes a deep bite out of its target and drinks its blood, regaining half as much damage dealt as hit points.



Natalan Fogcaller

Medium humanoid (Ixal), Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 75(6d8+26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 16 (+3) 18 (+4) 14 (+2)

  • Saving Throws Int +6, Wis +7
  • Skills Arcana +6, Nature +9, Religion +6
  • Damage Resistances thunder
  • Senses passive Perception 14
  • Languages Common, Ixali
  • Challenge 7 (2,900 XP)

Aetheric Surge (5/day). When the Ixali Fearcaller casts a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Innate Spellcasting. The Fogcaller's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Shillelagh
2/day each: Blur, healing word, gust of wind
1/day each: Conjure Elemental (wind), Control Winds

Spellcasting. The Fogcaller is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The mage has the following spells prepared:

Cantrips (at will): Gust, blade ward, booming blade, magic stone
1st level (4 slots): Chromatic Orb, mage armor, feather fall, earth tremor, fog cloud
2nd level (3 slots): Dust Devil, Shatter, Warding Wind, Misty Step, Spiritual Weapon
3rd level (3 slots): Haste, thunder step, Wind Wall, Counterspell, Elemental Weapon, Pulse Wave
4th level (3 slots): Elemental Bane, Gravity Sinkhole, Storm Sphere
5th Level (1 slot): Destructive Wave

Maelstrom Idol. The Natalan Fogcaller, and all allies within 30 feet of the Natalan Fogcaller have advantage on saving throws and are immune to the fear condition, and their weapon attacks deal an additional 1d4 damage on their melee or ranged weapon attacks.

Actions

Multiattack. The Fogcaller makes two attacks with its Quarterstaff.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Humanoids

Nael Van Darnus, Legatus of the VIIth Imperial Legion



Nael Van Darnus

Medium Humanoid (Garlean), Chaotic Evil - Credit to Nate_Ranney


  • Armor Class 17 (half plate)
  • Hit Points 175
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 10 (0) 14 (+2)

  • Saving Throws Str +7, Dex +6, Wis +4
  • Skills Athletics +7, Acrobatics +6, Arcana +5, Perception +4, Religion +5
  • Damage Resitances Bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities Charmed, Confusion
  • Senses passive Perception 12
  • Languages Common, Garlean, Draconic
  • Challenge 7 (2,900 XP)

Immutable form. Nael is immune to any spell or effect that would alter her form while in her armor.

Legatus Armor While wearing her armor with it's helm on, Nael has advantage on investigation checks, perception checks, and advantage on ranged weapon attacks. Also while donned in this armor, any critical hit against Nael must be confirmed by rolling another attack roll. If this fails, the critical becomes a normal attack.

Spiritbonded Weapon Nael can summon her Bradamante to her hand as a bonus action. This ability works regardless of whether or not they are seperate by different planes of existance.

Actions

Multiattack. Nael makes two melee attacks with Bradamante, or two ranged attacks with her gunner shot, or a combination of the two.

Bradamante. Melee weapon attack: +8 to hit, reach 10 ft., one target. hit 8, (1d10+4) slashing damage

Gunner Shot. Ranged weapon attack: +7 to hit, reach 70/140 feet, one target: hit 8 (1d10+3) thunder damage

Ravens Beak (Recharge 5-6). Nael makes a melee weapon attack with her Gunhalberd: Bradamante. On a hit, it deals an additional 2d10 damagae and crits on a 19 or 20. If successful, hit target must succeed on a dc 19 saving throw or be stunned until the end of their next turn.

Warp Nael teleports to an unnocupied space she can see within 60 feet.

Legendary Actions

Nael 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. Nael regains spent legendary actions at the start of her turn.

Attack. Nael makes either a melee weapon attack or a gunner shot with bradamente to one creature within range

Warp. Nael uses the Warp action

Thermionic Beam (Costs 2 Actions) Nael fires a bolt of brilliant energy from her Bradamante, with 2 seperate adjacent pillars exploding on both sides of her. The initial beam of energy is a 190 foot line attack, while the adjacent pillars are a 10 foot pillar next to her. All enemies caught in the target zones must succeed a Dex save (DC 14) or take 2d8 thunder damage.

***Iron Chariot (Costs 2 Actions)***. Nael makes a melee attack against all creatures within 10 feet. All creatures hit in this way must also make a Str Save (DC 15) or be knocked back 20 feet, and fall prone.

1


Nael Deus Darnus

Medium Humanoid (Garlean), Chaotic Evil - Credit to Nate_Ranney


  • Armor Class 19
  • Hit Points 175
  • Speed 40 ft., fly 40 ft

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 21 (+5) 15 (+2) 12 (+1) 16 (+3)

  • Saving Throws Str +8, Dex + 7, Wis +6
  • Skills Athletics +8, Acrobatics +7 Arcana +5, Perception +6, Religion +5
  • Condition Immunities Charmed, Confusion, Paralyzed, Petrify
  • Senses passive Perception 15
  • Languages Common, Garlean, Draconic
  • Challenge 7 (2,500)

Immutable form. Nael is immune to any spell or effect that would alter her form.

Legatus Armor While wearing her armor, Nael has advantage on investigation checks, perception checks, and advantage on ranged weapon attacks. Also while donned in this armor, any critical hit against Nael must be confirmed by rolling another attack roll. If this fails, the critical becomes a normal attack.

Legendary Resistance (3/Day): If Nael fails a saving throw, she can choose to succeed instead

Magic Resistance: Nael has advantage on Saving Throws against Spells and other magical Effects.

Spiritbonded Weapon Nael can summon her Bradamante to her hand as a bonus action. This ability works regardless of whether or not they are seperate by different planes of existance.

Actions

Multiattack. Nael makes four melee attacks with Bradamante, or four ranged attacks with her gunner shot, or a combination of the two.

Bradamante. Melee weapon attack: +13 to hit, reach 10 ft., one target. hit 10, (1d10+6) slashing damage

Gunner Shot. Ranged weapon attack: +7 to hit, reach 70/140 feet, one target: hit 9 (1d10+5) thunder damage

Ravens Beak (Recharge 5-6). Nael makes a melee weapon attack with her Gunhalberd: Bradamante. On a hit, it deals an additional 2d10 damagae and crits on a 19 or 20. If successful, hit target must succeed on a dc 19 saving throw or be stunned until the end of their next turn.

Lunar Dynamo (Recharge 6). Nael unleashes a ring of life draining energy centered around her. All creatures positioned between 20 feet to 35 feet away from her must make a DC 20 constitution saving throw or suffer 4d6 necrotic damage, and Nael regains hit points equal to half the necrotic damage dealt.

Teleport. Nael teleports to an unnocupied space she can see within 120 feet.

Legendary Actions

Nael Deus Darnus can take 3 legendary actions, choosing from the options below or from Nael Van Darnus above. Only one legendary action option can be used at a time and only at the end of another creature's turn. Nael regains spent legendary actions at the start of her turn.

Sweep attack Nael attacks two creatures within range with either her Bradamante or Gunner Shot actions.

Teleport Nael uses the Teleport action

Fierce Ravens Beak Nael Recharges her Ravens Beak and uses it. If succeefull, it automatically crits.

Rivenroad: Nael's Lair

The Final confrontation of Nael lies on Rivenroad, an ancient Allagan site floating above the clouds. When Dalamud's Beacon is active, it begins the process of activating the Ancient Forbidden Magic: Meteor. As long as the beacon remains active, Dalamud draws closer to Eorzea. Rivenroad is a series of floating islands held aloft by old magic circles, and Dalamud's beacon. The main island is 160 feet, with floating steps spiraling up 120 feet in length to a smaller 60 foot island floating 80 feet above. Should Dalamud's beacon be destroyed, the island crumbles to the ground far below.

Lair Actions

On initiative Count 20 (Losing Initiative ties), Nael can take a lair action to cause one of the flolowing effects; she can't use the same effect two rounds in a row.

  • 2 Lunar Fragments begin falling towards Rivenroad and the surrounding Carteneau flats. Each fragment takes three lair actions to strike the area. They each have 15 HP, and 8 AC. When Nael Deus Darnus is active, The Meteors take two actions instead, falling much quicker. If the fragments are not destroyed before striking Rivenroad, all creatures must make a Dex 15 Saving Throw, taking 1d8 Bludgeoning Damage, and 2d8 fire damage, on a failed save, or half as much on a successful save.
2
  • Nael Deus Darnus teleports to the topmost island, and begins drawing energy from whatever meteors have fallen. On this island, Nael halves any damage taken, after applying resistances and vulnerabilites, until Megaflare is charged. Any meteors that strike Rivenroad quickly become Stone Golems while Nael is charging Megaflare, immediately roll initiative, and act on their turn. These golems have 15 HP each, however, and an AC of 12, as they are not as stable as usual golems (Nael Deus Darnus only). While charging Megaflare in this way, Nael cannot move from her position in the center of the island, and must make concentration checks to focus her energy. Should she fail 3 concentration checks, Megaflare deals half damage once complete. Megaflare takes three of Nael's turns to finish charging.

  • Megaflare: Once megaflare is charged, Nael flies far above the island and rains dark violet orbs across the battlefield. All creatures must succeed on a DC18 Dexterity check or take 3d8 Fire Damage, and 3d8 force damage, pluse an additional 1d4 force damage for each meteor that struck the battlefield.

Regional Effects

The region around Rivenroad is warped by Dalamud's influence, creating the following effects.

  • Dalamud darkens the sky with dark clouds and red lightning, while a rough barrier winds buffet around a 1 mile radius of Rivenroad, making flight near difficult for most creatures and vehicles save for Garlean Airships. Creaures within the winds have disadvantage on Percetption (Wis) checks, and after each hour spent in the winds, a creature must make a dc 14 constitution saving throw or suffer one point of exhaustion.

  • Rivenroad warps the gravity around it, drawing in any Lunar Fragment falling within a 1 mile radius towards the islands. Every 5 minutes within a 5 mile radius of the island, Lunar Fragments rain down on the area below Rivenroad, as per Nael's lair actions.

  • The Elder Primal slumbering within Dalamud is stirring, and his rage calls out and minorly tempers local creatures. All creatures not gifted with the Echo must make a DC 15 Charisma Saving throw at the end of each Long Rest. Any creature that fails this save cannot distinguish friend from foe and attacks indiscriminitely ranting about Evil unrestrained Allagans, decietful ascians, and vengeance for the Brood. This teperment ends when a creature copletes a long rest outside the radius of Rivenroad.

3

The Imperial Garlean Army

Constructs


Magitek Bit

Small imperial warmachina (construct), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 5 (1d8)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 9 (-1) 6 (-2) 8 (-1) 4 (-3)

  • Damage Immunities poison
  • Condition Immunities blinded, charmed, frightened, petrified, poisoned
  • Senses blindsight 60 ft., Passive Perception 9
  • Languages understands the languages of its creator but can’t speak
  • Challenge 1/8 (25 XP)

Short Range. The magitek bit most often serves as an auxiliary unit for groups of infantry or larger magitek constructs.

Actions

Assault Cannon. Ranged Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 5 (1d4+3) force damage.

Magitek Armor

Placeholder

Reaper-class

Forming the backbone of the imperial army's mounted strength, the Reaper-class is employed in a wide range of tasks, ranging from longe-range solo reconnaissance to large-scale shock troop assaults.

In 1572, at the very beginning of the Seventh Umbral Era, the XIVth Imperial Legion exercised use of the Reaper-class to great effect during the Battle of Carteneau. The hulking form of these mobile artillery batteries formed the majority of the imperial frontline, providing strong cover for allied ground troops while unleashing volley after volley of cannon and photon fire into the Eorzean lines.

Despite being replaced by the Predator-class in recent times, the Reaper-class is expected to remain a mainstay in the imperial army with its iconic design and decades-long service history.

Variant: Gilded Reaper-class

It only took a few heated skirmishes with the allied city–states for Garlemald to realize that the magicks wielded by the realm's mages were too much for even the thickest of magitek armor plating. Alloyed gilding has since been discovered to dampen the effects of elemental charges and is now standard issue.


Alloyed Gilding. Because of its new plating, the Gilded Reaper-class has disadvantage on Stealth checks made in bright or dim light.


Magic Resistance. The Gilded Reaper-class has advantage on saving throws against spells and other magical effects.


Magitek Armor, Reaper-class

Large vehicle (3,000pz), imperial warmachina


  • Creature Capacity 1 Medium Creature
  • Max. Fuel Capacity 100pz.
  • Armor Class 16 (14 while motionless)
  • Hit Points 200 (damage threshold 5, mishap threshold 10)
  • Speed 60ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 17 (+3) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Long Range Scout. The Reaper-class is unaffected by difficult terrain and has a jump distance equal to half of its movement during its turn.

Authorization. An identification key is required to access the control systems and drive the vehicle.

Ceruleum Engine. The vehicle is fuelled by ceruleum, consuming 2pz. for every hour of activity, and when taking actions. The vehicle shuts down upon exhausting all of its fuel.

Actions

Stomp. Each creature within a 5-foot radius of the Reaper-class must make a DC 14 Dexterity saving throw, taking 17 (3d8 + 2) bludgeoning damage on a failed save, or half as much damage on a successful one.

Magitek Cannon (Recharge 5-6). The Reaper-class opens its jaws, innately casting Fireball between 3rd and 7th level, at the driver's choice. It burns a number of ponze in fuel equal to the level cast.

Photon Stream. For one round and 2pz. of fuel, the Reaper-class unleashes a continuous barrage of bullet fire in a 60-foot cone. At the beginning of their turn, each creature must make a DC 14 Dexterity saving throw and take 18 (6d4) force damage on a failed save, or half as much damage on a successful one. The affected area is considered difficult terrain during the round.

Action Stations

Helm (Requires 1 Crew and Grants Half Cover). Drive, steer, and take actions with the Reaper-class.

Legendary Actions

Core Overload (1 use). By overloading its core, the Reaper-class can innately cast the Fireball spell at 9th level, with doubled range and effect radius. The Reaper-class then ceases to function and is rendered inoperable.

Predator-class

The most recent model in the Empire's line of piloted magitek armor. Though based on the Reaper-class design, the Predator-class has been outfitted with bladed arms to improve its close-quarter combat capabilities and also features simplified armor plating for enhanced mobility.


Magitek Armor, Predator-class

Large vehicle (2,500pz), imperial warmachina


  • Creature Capacity 1 Medium Creature
  • Max. Fuel Capacity 100 pz.
  • Armor Class 15 (13 while motionless)
  • Hit Points 160 (damage threshold 5, mishap threshold 10)
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Authorization. An identification key is required to access the control systems and drive the vehicle.

Ceruleum Engine. The vehicle is fuelled by ceruleum, consuming 2pz. for every hour of activity, and when taking actions. The vehicle shuts down upon exhausting all of its fuel.

Actions

Multiattack. The Predator-class makes two claw attacks.

Magitek Claw. Melee Weapon Attack: +8 to hit, reach 10ft,. one target. Hit: 20 (3d10 + 3) piercing damage.

Magitek Ray (Recharge 5-6). The core of the Predator-class flashes as it innately casts Disintegrate, consuming 6pz. of fuel.

Magitek Missile. The Predator-class launches a missile for each hostile creature within 60 feet. At the beginning of its next turn, each creature must make a DC 16 Dexterity saving throw, taking 14 (2d10) piercing damage and 5 (2d4) fire damage on a failed save, or half as much damage on a successful one. Each missile consumes 2pz. of fuel and deals damage in a 5-foot radius sphere.

Action Stations

Helm (Requires 1 Crew and Grants Half Cover). Drive, steer, and take actions with the Predator-class.

Reactions

Deadly Reach. In response to a visible enemy moving into its reach, the vehicle makes one claw attack against that enemy.

Legendary Actions

Core Overload (1 use). By overloading its core, the Predator-class can innately cast the Disintegrate spell at 9th level with doubled range and effect radius. The Predator-class then ceases to function and is rendered inoperable.

Reaper-class & Predator-class Mishap Table

d20 Result Mishap Repair DC
1 Engine Flare. Ceruleum flames erupt from the 15 (Dex) engine and engulf the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends. 15 (Dex)
2-4 Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends. 15 (Str)
5-7 Ceruleum Leak. The vehicle's speed decreases by 30 feet until this mishap ends. 15 (Str)
8-10 Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. 20 (Str)
11-13 Blinding Smoke. The helm station is engulfed with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke. 15 (Dex)
14-16 Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends. 15 (Str)
17-19 Damaged Leg. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. 20 (Dex)
20 Flip. The vehicle falls prone in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage. None

The Primals

Creatures created out of excess aether, desperation, and prayer. Their never ending appetite for aether will make them stop at nothing to claim others for power.
They typically mimic mythological figures of a society and gain some of their attributes. These creatures will be listed in order: Normal, Hard, Very Hard and the challange rating will depend on the primal itself.

Action Oriented Monsters

From Soren's Compendium "I have designed the primals using the ideas put forth by Matt Colville. 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"

List of known Primals so far

  • Ifrit - Fire - Lord of the Inferno, primal of the Amalj'aa
  • Titan - Earth - Lord of Crags, primal of the Kobolds
  • Leviathan - Water - Lord of the Whorl, primal of the Sahagin
  • Shiva - Frost - Lady of Frost, primal of the Ishgardian heretics in the image of Saint Shiva and summoned into Ysayle Dangoulain.
  • Garuda - Air - Lady of the Vortex, primal of the Ixal
  • Ramuh - Lightning - Lord of Levin, primal of the Sylphs
  • Good King Moogle Mog XII - Primal of the Moogles known as Moogleguard, who support him, and is modeled after their ancestors' savior
  • Ravana - Lord of the Hive, primal of the Gnath
  • Knights of the Round - Primals created by Archbishop Thordan VII using the Ishgardians' faith in their country's founding legend in conuction with one of the Eyes of Nidhogg
  • Bismarck - Air - Lord of the Mists, primal of the Vanu Vanu
  • Phoenix - A primal of rebirth created from Louisoix Leveilleur
  • Bahamut - The Dreadwyrm, elder primal of the dragons of Meracydia in the image of the Firstbrood of the same name.
  • Lakshmi - The Lady of Bliss, primal of the Ananta
  • Tsukuyomi - Light and Dark - Goddess of the Moon and Divinity of night. A minor primal of the Kojin summoned into Yotsuyu goe Brutus
  • Susano - The Lord of Revel, the principle primal of the Koin
  • Shinryu - The Worm, a primal summoned by Ilberd Feare using the Eyes of Nidhogg to lay waste to the Empire
  • Odin - The Dark Divinity, described as a roaming elder primal
  • Alexander - The Iron Colossus, primal of the Illuminati Goblins
  • Sephirot - Earth - The Fiend, is the first member of the Warring Triad and an elder primal of a tree-like race in Meracydia
  • Sophia - The Goddess, is the second member of the Warring Triad and an elder primal of multitude of Mercydian races
  • Zurvan - The Demon, is the third member of the Warring Triad and an elder primal of Mercydian races
  • Save the Queen - An elder primal based on the legendary Queen Gunnhildr of the Hrothgar
Primal Tempering

Every primal can attempt to temper any target by using an action. Once this ability is resisted by a target twice, then they can not make another attempt at the same target unless if the primal makes a long rest. Some primals can target groups.



Ifrit, Lord of the Inferno

Huge Elemental, Lawful Evil - Credit to SilentSoren


  • 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 Common, Ignan
  • 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.

5. Primal Tempering. Ifrit attempts to temper those around him. Each creature of Ifrit's choice that is within 120 feet of the Ifrit must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Ifrit's Primal Tempering for the next 24 hours.Ifrit can only use Primal Tempering once per round.



Ifrit, Ruler of the Inferno (Hard)

Huge elemental, chaotic evil - Credit to Avalon5K


  • Armor Class 17 (natural armor)
  • Hit Points 237 (19d12 + 114)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 23 (+6) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +4, Con +11, Wis +6, Cha +10
  • Skills Intimidation +10, Perception +11
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Ignan
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Infernal Nail (1/day). Whenever Ifrit's health reaches 50%(118 hp) or lower he automatically summons a standard of crystalized fire-aspected aether in an open space within 30 ft. of himself that he can see. The nail begins to rapidly heat up, exploding on Initiative count 0 of the 6th round after it is summon unless destroyed. When it explodes in a raging torrent of fiery aether, all creatures in a 120 ft. spherical radius of it take 12d6 fire damage. The Infernal Nail has an AC of 14, 50 hit Points and automatically success any saving throws. The Infernal Nail is immune to damage from Ifrit.

Actions

Multiattack. The Ifrit, Lord of the Inferno makes one incinerate attack and two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage plus 8 (1d4 + 6) fire damage.

Incinerate. The Ifrit exhales a torrent of scorching flames in a 15-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 15 (2d8 + 6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Vulcan Burst. Once per round, when a creature damages Ifrit, he may realese a forceful heatwave from its body. Each creature within 20 ft. of Ifrit must succeed on a DC 20 Dexterity saving throw, taking 13 (2d6 + 6) fire damage and be knocked back 20 ft. and taking half the damage without being knocked back on a success.

Legendary Actions

Ifrit, lord of the inferno 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. Ifrit, lord of the inferno regains spent legendary actions at the start of its turn.

Claw Attack. Ifrit makes a claw attack.

Incinerate Attack. Ifrit makes an Incinerate attack.

Primal Tempering. Ifrit attempts to temper those around him. Each creature of Ifrit's choice that is within 120 feet of the Ifrit must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Ifrit's Primal Tempering for the next 24 hours.Ifrit can only use Primal Tempering once per round.

Hellfire (Costs 2 Actions). Ifrit allows the firey aether of his body to burn out of control expanding out of him in a 60-foot sphere. Each creature in that area must make a DC 20 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Ifrit can only use Hellfire after his health has reached 50%(118 hp) or lower. Ifrit can only use Hellfire once a day.

Lair Actions

When fighting inside its lair, Ifrit, lord of the inferno can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Ifrit, lord of the inferno can take one lair action to cause one of the following effects:

  • Eruption. A 20 ft. radius under one of Ifrit's enemies glows in a concentration of fire-aspected aether. On Initiative count 0 the radius erupts in a 40 ft. high, 20 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

  • Radiant Plume (Inner). The fire-aspected aether surrounding Ifrit gathers in the center of the lair inside a 60 ft. radius. On Initiative count 0 the radius erupts in a 40 ft. high, 60 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

  • Radiant Plume (Outer). The fire-aspected aether surrounding Ifrit gathers in the outer rim of the lair outside a 60 ft. radius. On Initiative count 0 the outside of the radius erupts in a 40 ft. high, 60 ft. radius eruption of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Ifrit, lord of the inferno only uses Eruption while over 50% of its health (118 hp). Otherwise he alternates between Radiant Plume (Inner) and Radiant Plume (Outer).



Ifrit, Soul of the Inferno (Extreme)

Huge elemental, chaotic evil - Credit to Avalon5K


  • Armor Class 19 (natural armor) - Hit Points 294 (19d12 + 171)
  • Speed 50 ft., climb 50 ft.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 29 (+9) 16 (+3) 13 (+1) 21 (+5)

Saving Throws Dex +6, Con +15, Wis +7, Cha +11
Skills Intimidation +11, Perception +13 - Damage Immunities fire - Condition Immunities charmed, exhaustion
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Ignan. - Challenge 20 (25,000 XP)


Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Sear. Whenever Ifrit's health reaches 75%(220 hp) or lower an aura of flickeringfire-aspected aether radiates from its body. A creature that touches Ifrit or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Crimson Replica. Any time that Ifrit takes the Crimson Cyclone legendary action and leaps in a random direction, if he is at 75%(220 hp) health or less a translucent copy of Ifrit jumps the same distance to a position either left or right 10 ft. adjacent form the original. the copy Dashes back to Ifrit at the end of the turn after he returns to his original position replicating the effect. if Ifrit is at 50%(147 hp) health or less Crimson replica generates a second copy of Ifrit that takes the opposite adjacent space and dashes back to Ifrit at the end of the turn after the first copy.

Infernal Nails (1/day). Whenever Ifrit's health reaches 50%(147 hp) or lower he automatically summons 4 standards of crystalized fire-aspected aether in a cross pattern within the edge of a 30 ft. area around himself. The nails begins to rapidly heat up, exploding on Initiative count 0 of the 6th round after they are summon unless destroyed. When a nail explodes in a raging torrent of fiery aether, all creatures in a 120 ft. spherical radius of it take 20d6 fire damage. The Infernal Nail has an AC of 14, 50 hit Points, and automatically success any saving throws. The Infernal Nails are immune to damage from Ifrit or other Infernal Nails.

Actions

Multiattack. The Ifrit, Lord of the Inferno (Hard) makes one incinerate attack and two claw attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 16 (2d6 + 9) fire damage.

Incinerate. The Ifrit exhales a torrent of scorching flames in a 15-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 18 (2d8 + 9) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Vulcan Burst. Once per round, when a creature damages Ifrit, he may realese a forceful heatwave from its body. Each creature within 20 ft. of Ifrit must succeed on a DC 21 Dexterity saving throw, taking 16 (2d6 + 9) fire damage and be knocked back 20 ft. and taking half the damage without being knocked back on a success.

Legendary Actions

Ifrit, lord of the inferno 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. Ifrit, lord of the inferno regains spent legendary actions at the start of its turn.

Claw Attack.. Ifrit makes a claw attack.

Incinerate Attack. Ifrit makes an Incinerate attack.

Primal Tempering. Ifrit attempts to temper those around him. Each creature of Ifrit's choice that is within 120 feet of the Ifrit must succeed on a DC 19 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Ifrit's Primal Tempering for the next 24 hours. Ifrit can only use Primal Tempering once per round.

Crimson Cyclone. Ifrit leaps up to its full movement in a random direction. at the end of the next creature's turn in the Initiative order Ifrit dashes back to its original position leaving a trail of fiery aether behind. Each creature that Ifrit passes over must make a DC 21 Dexterity saving throw, taking 23 (4d6 + 9) fire damage on a failed save, or half as much damage on a successful one. This movement does not generates an attack of opportunity. Ifrit can only do this once per round.

Hellfire (Costs 2 Actions). Ifrit allows the firey aether of his body to burn out of control expanding out of him in a 60-foot sphere. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Ifrit can only use Hellfire after his health has reached 50%(118 hp) or lower.Ifrit can only use Hellfire once a day.

Lair Actions

When fighting inside its lair, Ifrit, lord of the inferno can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Ifrit, lord of the inferno can take one lair action to cause one of the following effects:

Eruption A 20 ft. radius under Three of Ifrit's enemies glows in a concentration of fire-aspected aether. On Initiative count 0 the radius erupts in a 40 ft. high, 20 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Radiant Plume (Inner or Outer) The fire-aspected aether surrounding Ifrit gathers in the center of the lair inside a 60 ft. radius. On Initiative count 0 the radius erupts in a 40 ft. high, 60 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Ifrit can also choose to do an outer version of the attack where the attack is at the outer rim of the layer, outside a 60 ft. radius

Radiant Plume (Final) The fire-aspected aether surrounding Ifrit gathers all over the lair outside a 30 ft. radius of Ifrit. On Initiative count 0 the outside of the radius erupts in a 40 ft. high eruption of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Ifrit, lord of the inferno only uses Eruption while over 75% of its health (220 hp). Otherwise he alternates between Radiant Plume (Inner), Radiant Plume (Outer) and Radiant Plume (Final) one after the other.



Titan, Lord of Crags

Huge Elemental, Neutral Good - Credit to SilentSoren


  • 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.



Titan, Ruler of Crags

Huge elemental, Chaotic Neutral - Credit to Avalon5K


  • Armor Class 20 (natural armor)
  • Hit Points 192 (11d20 + 77)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 24 (+7) 9 (-1) 21 (+5) 18 (+4)

  • Saving Throws Wis +10, Cha +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities paralyzed, petrified, poisoned, prone
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
  • Languages Common, Draconic, Terran
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/day). If Titan, Lord of Crags fails a saving throw, it can choose to succeed instead.

Magic Weapons. Titan, Lord of Crags's weapon attacks are magical.

Titan's Heart (1/day). Whenever Titan's health reaches 50%(96 hp) the gemstone in Titan's chest begins to glow brightly with earthen aether, his body is encased in a golden veil that makes Titan immune to all damage until Titan's Heart is destroy. Titan' Heart is affixed at the center of it chest, It has an AC of 14, 70 hit Points and it's immune to damage from Titan.

Earthen Fury. Either on the 6th turn (at initiative count 0) of the activation of Titan's Heart or when the Heart is destroyed, the leftover aether of the Heart Explodes outwards in a 120 ft. radius. Each creature inside the radius takes 22(4d10) bludgeoning damage plus three times the left over health from Titan's Heart. After Earthen Fury, Titan's Heart is destroyed.

Actions

Multiattack. Titan, Lord of Crags makes two Fist attacks. if available, it can use Ground Smash in place of one of these attacks.

Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Rock Buster (Recharge 5–6). Titan makes one fist attack. On a hit, the target takes an extra 22 (4d10) thunder damage.

Tumult (Recharge 6). Titan stomps the ground with its foot causing an earth tremor in and pelting with rocks a 30 ft. radius circle centered on itself. Each creature in that area must make a DC 23 Dexterity saving throw. A creature takes 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

Geocrush. Titan jumps upwards into the air leaving the battlefield for the rest of the turn. On initiative count 0 Titan smashes down on the center of the battlefield creating a massive shock wave of earthen aether. Each creature within 60 ft. of Titan must succeed on a DC 23 Constitution saving throw or take 22(4d10) bludgeoning damage, as well as 22 (4d10) thunder damage, and be knocked back 30 ft. away from Titan. A creature that succeeds on its saving throw takes half as much damage. Titan can only use Geocrush twice during an encounter, once when his health reaches 75%(163 hp) or lower and a second time when his health reaches 50%(96 hp) or less.

Legendary Actions

The monster 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. The monster regains spent legendary actions at the start of its turn.

Fist. Titan makes one fist attack

Rock Buster (Costs 2 Actions). Titan uses rock buster with out its recharge.

Primal Tempering. Titan attempts to temper those around him. Each creature of Titan's choice that is within 120 feet of him must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Titan's Primal Tempering for the next 24 hours. Titan can only use Primal Tempering once per round.

Landslide. 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 23 Dexterity saving throw taking 22 (4d10) bludgeoning damage and being pushed back 40ft on a failure, and half as much damage on a success and are not pushed back. Titan can only use landslide once per round.

Lair Actions

When fighting inside its lair, Titan, lord of crags can invoke the ambient magic to take lair actions, He only does this after his health reaches 50%(96 hp). On initiative count 20 (losing initiative ties), Titan, lord of crags can take one lair action to cause one of the following effects:

  • Weight of the Land. A 20 ft. radius under two of Titan's enemies glows in a concentration of earthen aether. On Initiative count 0 the radius explodes. Each creature inside the radius must make a DC 15 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.

  • Granite Gaol. The earthen aether surrounding Titan graters around one of its enemies to imprison them in a coffin of earth and stone. That creature must make a DC 15 Strength saving throw or become sealed inside. Until the Gaol is destroyed, the creature is considered restrained, blinded and gets the benefits of full cover while inside. The Gaol Has 20 hp and an AC of 10.

The titan, lord of crags can't use the same effect two rounds in a row.



Garuda, Lady of the Vortex

Huge humanoid, Chaotic Neutral - Credit to Avalon5K


  • Armor Class 18 (natural armor)
  • Hit Points 210 (20d12 + 80)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 24 (+7) 19 (+4) 10 (+0) 21 (+5) 18 (+4)

  • Saving Throws Dex +12, Wis +10, Cha +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, thunder
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses passive Perception 15
  • Languages Auran, Common
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/day). If Garuda fails a saving throw, it can choose to succeed instead.

Magic Weapons. Garuda's weapon attacks are magical.

Flyby. Garuda doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Aerial Blast. Whenever Garudas's health reaches 50% (105 hp) she intimidatingly teleports to the center of the battlefield. At initiative count 0 a Cyclone of pure wind aspected aether burst outwards form her in a 120 ft sphere. Each creature inside the radius takes 18 (4d8) bludgeoning damage plus the combined missing health of the 4 stone pillars as force damage. Garuda is temporally restrained and immune to damage from the moment she teleports until the end of the turn. After Aerial Blast all remaining pillars crumble into dust.

Eye of the Storm. The volatile aether released from Aerial Blast stabilizes into a destructive wall around the center on the battlefield leaving only the inside of a 30 ft. radius intact for as long as Garuda remains. Any creature that starts its turn outside the range takes 13 (3d8) bludgeoning damage. While Eye of the storm is active Garuda will teleport to the center of the battlefield when using Mistral song and will face the either the northern and southern edges of the Battlefield. additionally every time Garuda uses Razor plume they appear evenly distributed 5 ft. around her.

Actions

Multiattack. Garuda makes three Kick attacks. If available, it can use Whirlwind Blast in place of one of these attacks.

Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Downburst (Recharge 5–6). Garuda makes one Kick attack. On a hit, the target takes an extra 18 (4d8) force damage.

Wicked Wheel (Recharge 6). All other creatures within 15 ft. of Garuda must each make a DC 18 Dexterity saving throw, taking 20 (3d8 + 7) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

Mistral Shriek. Whenever Garuda teleports she releases a burst of windy aether. All other creatures within 15 ft. of Garuda must each make a DC 18 Dexterity saving throw, taking 20 (3d8 + 7) bludgeoning damage on a failed save, or half as much damage on a successful one. Garuda can only use this reaction while Eye of the storm is active.

Legendary Actions

Garuda, lady of the vortex 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, lady of the vortex regains spent legendary actions at the start of its turn.

Kick. Garuda makes a Kick attack.

Friction. Garuda releases a concentration of wind aspected aeter at an enemy. the target and each creature within 5 feet of it must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) bludgeoning damage.

Downburst (Costs 2 Actions). Garuda makes a Downburst attack with out its recharge.

Primal Tempering. Garuda attempts to temper those around him. Each creature of Garuda's choice that is within 120 feet of him must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Garuda's Primal Tempering for the next 24 hours. Garuda can only use Primal Tempering once per round.

Slipstream. A blast of windy aether leaves Garuda's hand and travels towards in a 30ft. long and 5 ft. wide line. the first creature in the must make a DC 18 Dexterity saving throw, taking 16 (2d8 + 7) bludgeoning damage on a failed save and being stunned till the end of the turn, or half as much damage on a successful one and not being stunned. Garuda can only use slipstream once per turn.

Lair Actions

When fighting inside its lair, Garuda, lady of the vortex can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Garuda, lady of the vortex can take one lair action to cause one of the following effects:

  • Fair Combat. in a show of sportsmanship Garuda, Lady of the Vortex uses the aether surrounding her to raise 4 pillars of stone at the corners of a 30 ft. cube surrounding the center of the battlefield. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. Each pillar has 5 AC and 50 hit points. When reduced to 0 hit points, a pillar crumbles into harmless dust. Fair Combat its always the first Lair action that Garuda takes and can only be taken once per combat.

  • Mistral Song. Garuda teleports to the edge of the battlefield and on initiative count 0 releases a blast of Airy aether in a line that is 120 ft. long and 20 feet wide. Objects in that area take 18 (2d10 + 7) thunder damage. Each creature there must succeed on a DC 19 Dexterity saving throw or take 62 (10d10 + 7) thunder damage. Every time Garuda uses Mistral Song she alternates between the northern and southern edges of the Battlefield.

  • Razor Plumes. Garuda concentrates the air aspected aether surrounding her into 6 razor plumes. the razor plumes concentrates their attacks on nearby structures if their are not attacked by other creatures. Every time Garuda uses Razor plume they appear evenly distributed, either 5 ft. around her or 60 ft around the center of the battlefield.alternating witch with every use of Razor Plume.

Garuda, lady of the vortex can't use the same effect two rounds in a row.


Razor Plume

Small elemental, chaotic neutral - Credit to Avalon5K


  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsight 60 ft., passive Perception 10
  • Languages understands Auran
  • Challenge 12 (100 XP)

Death Burst. When the Razor Plume dies, it explodes in a burst of Windy aether. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one.

Siege Monster. The Razor Plume deals double damage to objects and structures.

Actions

Wind Blast. Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 1015 ft., one target. Hit 11 (2d8 + 2) thunder damage.

Appendix B: Backgrounds and Patrons

Backgrounds

This section presents 20 new backgrounds, as noted in the table below, as well as suggestions for adapting some of the backgrounds from the Player's Handbook and Sword Coast Adventurer's Guide to tie them more closely to the world of Final Fantasy XIV.

d20 Background Completed?
1 Aetherologist 1 2 YES
2 Adventurers' Guild Veteran YES
3 Chocobo Handler YES
4 Event Celebrant NO
5 Gleaner 1 YES
6 Hearer 3 NO
7 Holy See Inquisitor NO
8 House of Splendors Representative NO
9 Imperial Spy 1 2 YES
10 Magitek Engineer 1 2 3 YES
11 Onishi 1 3 YES
12 Revolutionary 2 NO
13 Reporter NO
14 Sundered 3 YES
15 XIIth Legion Experiment 1 2 3 YES
16 TBC TBC
17 TBC TBC
18 TBC TBC
19 TBC TBC
20 TBC TBC

1 requires certain stat or alignment. 2 variant feature available.

3 optional feature extension.

Aetherologist

  • Authored by It's Naga.

Prerequisite: Intelligence or Wisdom score of 13 or higher.


Aetherologists are scholars in the field of magic, otherwise known as aether. It is the essence of existence and the very lifeblood of our star, so it is a demanding task, one of constant diligence to safeguard a delicate ecosystem.

  • Skill Proficiencies: Arcana, Investigation
  • Languages: Two of your choice
  • Tool Proficiencies: Aetherologists’ tools
  • Equipment: A set of travelers’ clothes or fine clothes, a set of aetherologists’ tools, a pouch containing elemental crystals, a book containing your notes, and a purse containing 1,000 gil

Feature: Preternatural Forensics

You know how to further use aetherologists’ tools to read the ambient aether around you, yielding additional, imperceivable information. Making an Intelligence (Investigation) check with an aetherometer will allow you to reliably predict, in an area, who or what may have been present, the events that may have occurred, how recently it may have been, and any consequential effects.

You know that the information you glean with an aetherometer is not conclusive proof of a matter, only supplementary to physical evidence at best.

Suggested Characteristics

Aetherology is perhaps the most vast and diverse field of study on Etheirys, so many of them are simply regular people with a curiosity to view our Star, quite literally, through a different lens. They understand the importance of their work well, but some become rather narcissistic and haughty.

d8 Personality Trait
1 Everything is written upon aether like it were a tome.
2 I make sure to affix my business card to all reports.
3 You gotta tap my aether compass a few times, or else the needle might spin around really fast.
4 I went to an All Saints' Wake party one year, actually used my aetherometer as part of my costume.
5 Aetherology is not "just pulling a nutkin out of a hat!"
6 Any report less than 10,000 words is just a blurb.
7 I'm like an agent of inquiry, an inspector extraordinaire!
8 Nothing escapes my eyes...err, lenses.
d6 Ideal
1 Life. All I think about is using my knowledge to help people, or better yet, help all of Etheirys. (Good)
2 Duty. Aether is our star's very lifeblood, I and others like me made an oath to safeguard it. (Lawful)
3 Greed. Services such as mine are in high demand and because of that, they're far from free. (Evil)
4 Knowledge. There's always more to learn, and the more I learn the better off I will be. (Any)
5 Work. Watching aether is mesmerizing and it happens to pay well. That's why I went into this field. (Neutral)
6 Fun. I always put these on when everything goes to shite, 'tis like a damned light show! (Chaotic)
d6 Bond
1 Aetherologists' tools are like their own badge of office.
2 I was once aided by an aetherologist. Now so am I.
3 The people are counting on me to do my job properly.
4 There's a persistent disturbance I'm trying to solve.
5 The study of aetherology runs in my family.
6 My mentor taught me everything, and I'm thankful.
d6 Flaw
1 I don't need any Sharlayan accreditations to use these. Besides, tuition fees are all a godsdamned scam.
2 Don't ask me how many of these I've accidentally broken. And I'm dreading the day I break this set, too.
3 I feel like I haven't the faintest idea of what I'm doing.
4 This is both sensitive and expensive equipment here. So unless you're me, nobody touches or else!
5 Sometimes I get so lost in the moment with these on, I don't know what's going on around me.
6 I don't really see anything wrong with fluffing up my report to sound a little more engaging, it'll be fiiiine.

Variant Aetherologist: Chirurgeon

If you decide that your background in aetherology specializes in medicine and healing, you may choose the Chirurgeon feature below instead of the Preternatural Forensics feature.

Variant Feature: Aetheric Ministrations

With this alternate feature, the proficiency of Investigation is replaced with Medicine.

You instead use your aetherometer for use within the medical field, properly being able to diagnose and treat aether sickness and other magical illnesses. Additionally, you know how to create remedies for these ailments using crystals as ingredients in place of traditional medicine.

Adventurers' Guild Veteran

Authored by It's Naga


The Adventurers' Guild is a supranational organization employing able-bodied people from all walks of life, acting as an intermediary by receiving varied requests for aid from townsfolk. Adventurers throughout the realm can be found working not just as hired swords, but as tradesmen and gatherers as well.

Choose a city-state from below to determine the extent of your background feature.

Limsa Lominsa - The Drowning Wench

Your local proprietor is Baderon Tenfingers, a Midlander man of forty-eight winters. A skilled mercenary in his youth, he has since retired and opened a tavern in Limsa Lominsa's Upper Decks. He acts as something of a teacher, always looking to help the younger generation find its feet.

Ul'dah - The Quicksand

Your local proprietress is Momodi Modi, a Dunesfolk woman of forty-four summers. Many frequent her tavern, nestled within the Steps of Nald of Ul'dah, searching for her advice and willingness to assist those troubled by personal matters.

Gridania - The Carline Canopy

Your local proprietress is "Mother" Miounne, a Wildwood woman aged thirty-six. Her tavern in New Gridania boasts an open terrace and mighty waterwheel, attracting many visitors. A talented herbalist and medicine woman, many come to her when they require a reliable hand.

Revenant's Toll - The Seventh Heaven

Your local patron is Slafborn Rhotweitzsyn, a Sea Wolf man of forty-five summers. While not the proprietor of The Seventh Heaven, he'll put in a good word for you as the man elected to lead Revenant's Toll. He is honest, approachable, and a seasoned adventurer.

  • Skill Proficiencies: Persuasion, and choose one from Athletics, Acrobatics, Arcana, Medicine, or Performance
  • Languages: One common language of your choice
  • Tool Proficiencies: Two of your choice
  • Equipment: A set of traveler's clothes, stamped leveplates from past levequests, letters of appreciation, a sigil of the guild's crest, and a pouch containing 1,000 gil

Feature: Guild Kickbacks

As long as you remain a member of the guild and maintain a friendly relationship with your local proprietor, you may enjoy complementary meals and board at no charge to you or your party members. Additionally, your status as a veteran affords you a small following of local fans and admirers.

This feature extends to the other locations by establishing a friendly relationship with their respective proprietors.

Suggested Characteristics

Adventurers come from a myriad of backgrounds, and with their own dreams and motivations. Anyone, whether they be a helpful commoner or a seasoned fighter, can become an adventurer if they have the drive to take on the world.

d8 Personality Trait
1 I'm a fighter, so no way am I going to take levequests about picking flowers or knitting socks for the poor.
2 I'm as tough as those little ladybugs outside of Gridania. Look out, I mean business.
3 For my own peace of mind, I always establish official roles and responsibilities when working in a party.
4 I like to collect and display all the different leveplates I earned. Everyone will be so jealous.
5 When returning to the tavern, I throw wide the doors to announce my presence.
6 My relationships with those I work with remain strictly professional.
7 I often make light of tense situations.
8 I love those levequests about picking flowers and knitting socks for the poor!
d6 Ideal
1 Threats. After I help someone, I insist they return the favor when I end up needing something myself. (Evil)
2 Money. 'Tis a dangerous job, but it pays well. (Neutral)
3 Process. I cannot accept polite requests for help, I only pursue official guildleves. (Lawful)
4 Virtue. Like the saints depicted on the leveplates, I will stand for those ideals that help others in need. (Good)
5 Travel. As an adventurer, I get to see, explore, and experience all of Etheirys' beauty. (Any)
6 Apathy. As long as the job gets done, I get to choose how I do it. (Chaotic)
d6 Bond
1 I don't like authority, so I freelance to help the realm.
2 A life full of excitement is why I took this job.
3 I was there and in line when the guild first opened.
4 This sigil carries meaning - to me, and everyone here.
5 My family will be proud of the work I do.
6 I had a hard life, now I can make it easier for others.
d6 Flaw
1 My party would be lost and confused, or even dead without me here to babysit them.
2 I always demand extra gil. It's either that or people can solve their own problems for all I care.
3 I'm not in a good place. I've grown to need that validation from the commonfolk.
4 I always take full advantage of the tavern's hospitality.
5 I find myself caring less and less, I'm becoming desensitized to the plights of others.
6 As a veteran, the responsibility of dividing rewards is entirely up to me, no exceptions.

Chocobo Handler

Authored by It's Naga


Known for their masks modeled after the ever-faithful chocobo, chocobo handlers can be found at across Eorzea where some offer use of a Chocobo Porter service. Despite what some may think about the business practice, it's the handler's passion of breeding, training, and caring for their feathered friends that takes priority above all.

  • Skill Proficiencies: Animal Handling, and choose one from Nature or Survival.
  • Languages: One common language of your choice, and you can imitate chocobo sounds
  • Tool Proficiencies: Vehicles (land)
  • Equipment: A chocobo mask, a set of yellow work clothes, a head of gysahl greens, 50ft of hempen rope, a riding saddle, and a pouch containing 1,000 gil

Feature: Chocobokeep

You know almost all there is to know about caring for and training domesticated chocobo, and possess a trained insight into their thoughts and feelings. Knowing this, you are able to direct their actions by speaking, whistling, or chirping a simple command, of which they will obey if able.

Suggested Characteristics

A chocobo handler is responsible for caring for and providing services related to chocobos. Some are simply hobbyists, believing the birds to be the realm's most loyal and foremost companions. While the love for these cloudkin is rewarding in its own right, it can be a thankless job for some, who become vulnerable to more selfish and exploitative practices.

d8 Personality Trait
1 Chocobos are my favourite topic, I will talk at length about them.
2 I actually like gysahl greens, they're great in a salad.
3 Chasing the newly-hatched chicks is good exercise.
4 Kweh kweh! Gasp It looked at me!
5 I like to wear my yellow work clothes whenever I can.
6 I like to hum the Eorzea de Chocobo song constantly.
7 I'm a joker, I jump people with my chocobo mask.
8 I discuss complex topics with... err, to the birds.
d6 Ideal
1 Compassion. I know these birds would look after me if they could, so I will do the same for them. (Good)
2 Exploitation. Ever heard of chocfighting? (Evil)
3 Nature. The brooding mothers and their chicks are to be strictly left alone. (Lawful)
4 Chaos. I will teach every bird Choco Meteor. (Chaotic)
5 Racing. I'm looking for that one special bird to be the next racing contender. (Any)
6 Riding. I just like to hop on the saddle and feel the wind in my hair. (Neutral)
d6 Bond
1 The Harbor Herald article titled 'My Little Chocobo' inspired me.
2 I've had a chocobo ever since I was little.
3 I'm often the first thing the hatching chicks see, so I suppose I'm their mother now.
4 My local Grand Company entrusted with caring for their destrier birds.
5 I inspect all chocobo barding that gets forged, I've heard stories of what faulty barding can lead to.
6 During one Starlight celebration in Gridania, I saw a bird sing with the choir on stage.
d6 Flaw
1 I don't like people, I prefer talking to these birds.
2 I always expect a Choco Kick to the head every time I'm near a bird.
3 I'm very opinionated on how others handle chocobo.
4 Yellow is not my color. I love the birds, but I hate these stupid-looking clothes!
5 I take some of the gysahl greens, han lemons, and valfruit for myself. Pfff who's going to know?
6 The chocobo will be fine, I'll just take a nap in the meantime.

Variant Handler: Tailfeather Hunter

You have chosen to brave the frontier lands of Dravania to hunt and capture wild chocobo, with only the mighty caelumtrees shielding you from the dragons in the skies.

If you decide that your career involved hunting and tracking over training, you may choose the Choco Trapper feature below instead of the Chocobokeep feature.

Variant Feature: Choco Trapper

You can fashion a decent trap using only gysahl greens and hempen rope. You can also read much about an area just by using your knowledge of chocobo behavioral patterns. In addition to tracks, ask your DM about the presence of:

Barkstripping - a sign of territorial marking, indicating the birds are more aggressive and may challenge potential threats they find.

Discarded downs - signs of stress or potential danger, something in the area may be of concern.

Previously-hatched eggs - indicate a breeding ground, it may be an area of relative safety.


Addtionally, whenever you visit the Tailfeather settlement in Dravania, you have access to free room and board for you and your companions.

Gleaner

Authored by It's Naga


Prerequisite: Intelligence or Wisdom score of 13 or higher.


You are a graduate of the Studium, an alumni of the most prestigious institution of learning across the Three Great Continents. But before you can author the world's next groundbreaking thesis, you help a scholarch pen theirs - by traveling that world, acquiring all manner of trinkets and miscellany for your masters of academia.

  • Skill Proficiencies: Special. Choose one from each table
  • Tool Proficiencies: A musical instrument of your choice, and vehicles (water)
  • Languages: One of your choice.
  • Equipment: A set of dark green travelers' clothes, a map of Eorzea and the Far East, a book on the subject of your major, a pair of leather boots, a lantern and lantern crystal, and a belt pouch containing 1,000 gil
Before I Was a Gleaner, I Majored In...

Choose or roll a d4 to determine your choice of study major during your tenure at the Studium.

d4 Study Proficiency
1 Aetherology Arcana
2 Anthology History
3 Biology Nature
4 Mythology Religion
And as a Gleaner, I Learned How To...

Choose or roll a d4 to determine what skill gleaning predominantly taught you.

d4 Lesson Proficiency
1 Efficiently locate what was requested. Investigation
2 Network with many different people. Persuasion
3 Get what I came for, by any means. Sleight of Hand
4 How to fend for myself and others. Survival

Feature: Ridiculous Requests

At the end of a long rest, and at your DM's determination, a postmoogle may deliver a sealed missive to you. The missive comes from Sharlayan, written by a scholarch whom requests that you procure an item for them. Accompanying the missive is a letter of credit, covering the item's value in case it is purchased, and a lead on where it may be found.

On page 160 of the Player's Handbook, roll a d100 on the Trinkets table to determine the item requested. You may receive a maximum of three missives at any given time, and each are completed once the specified items are delivered in person. To more easily do so, you are able to secure free passage to and from Sharlayan when traveling by sea.

Fulfilling missives builds friendly relationships with appreciative scholarchs, who may to offer you payment or seek to return the favor in some way.

Suggested Characteristics

Gleaning is a daunting and thankless job, though it presents a unique lesson not found in any dusty tome or taught by any pigheaded scholarch - that of worldly experience and the pursuit of discovery.

d8 Personality Trait
1 I enjoy solitude more than the company of others.
2 I prefer sleeping outdoors, under all the stars.
3 I laugh at the absurd request in each missive I receive.
4 I can be quite awkward around people.
5 As soon as I let myself relax, I quickly fall asleep.
6 I will talk at length about my study major.
7 I often talk to myself, gleaning can be quite lonely.
8 I've adopted moogle mannerisms, like "kupo," kupo.
d6 Ideal
1 Direction. I follow instructions to the letter. (Lawful)
2 Forgery. These letters of credit can be forged... (Evil)
3 Freedom. I glean to be free. I do what I like. (Chaotic)
4 Progress. Everything I glean will help Sharlayan. (Good)
5 Discovery. There is so much still undiscovered. (Any)
6 Travel. I just enjoy the fresh air and tranquility. (Neutral)
d6 Bond
1 My missives come from a scholarch I deeply respect.
2 I work hard to one day have an estate in Journey's End.
3 Me and my old classmates maintain a scholarly rivalry.
4 I'm hoping to discover something new whilst gleaning.
5 I work to settle my still-outstanding tuition fee.
6 I came from nothing, so I will make a name for myself.
d6 Flaw
1 My feet hurt - I'll be sure to tell everyone again.
2 Gleaning doesn't pay well so I'll do anything for gil.
3 I openly curse every scholarch sending me a missive.
4 I glean only because my debt collectors can't find me.
5 I still get seasick even though I'm good with boats.
6 If I can take care of myself, so can everyone else.
Can Missives be Ignored?

In the interest of fun, there is no time limit or consequence if a missive remains incomplete. If player behavior strongly suggests missives will be ignored or discarded, the player will simply lose the benefits of this background's feature.

Hearer

Original concept by Vivid_Steel. Completion & rework by It's Naga.


Prerequisite: Wisdom or Charisma score of 13 or higher.


You realized at a young age that you possessed a preternatural awareness and could sense the intent of the elementals - guardian spirits of the Twelveswood. This gift was recognized by conjurers of Stillglade Fane, who nurtured and encouraged it as you grew in hopes that, someday, you would become a leader in Gridanian society.

  • Skill Proficiencies: Insight, Nature
  • Tool Proficiencies: Herbalism Kit
  • Languages: Elezen & Padjali
  • Equipment: A set of purple robes and matching hat, a trinket representing your connection to nature, an herbalism kit, and a belt pouch containing 1,000 gil
Connection to Nature

Choose from the table, or roll a d4 to determine the trinket that represents your connection to nature.

d4 Trinket
1 A pouch of Shroud topsoil.
2 An icon of Nophica, carved from rosewood.
3 A collection of both earth and wind-aspected crystals.
4 A broom of Matron's Mistletoe.

Feature: Children of the Matron

Within the Twelveswood, you can both hear the voices and feel the emotions of the elementals, providing insight on their mood and current events in the region. They speak Padjali but as beings comprised of pure aether, the gulf between their perceptions and those of men are disparate - attempts at translation are, at best, an interpretation. For example, an elemental speaking of a broken stream could be referring to a stagnant aether current, contaminated body of water, or something else entirely.

As long as you act in the best interests of Gridania, this gift commands respect from Gridanian authorities and you are able to secure free room and board at Stillglade Fane.

Suggested Characteristics

Hearers usually identify with the Lawful Good alignment, best suited to placate the mercurial elementals. Outside of the Twelveswood, hearers can find themselves more at ease - the consequences of any selfish actions being far less dire.

d8 Personality Trait
1 I like to give each elemental a name.
2 "Don't pitch a tent under a tree," doesn't apply to me.
3 I'm always curious about white magic.
4 Those from outside the Twelveswood fascinate me.
5 I ask far too many questions.
6 Would our mysterious, fae patrons enjoy cookies?
7 I get a nervous tick whenever I hear an elemental.
8 I always try to make the best use of my time.
d6 Ideal
1 Balance. The Twelveswood always provides. (Lawful)
2 Whims. I go wherever the wind takes me. (Any)
3 Manipulation. Mayhap elementals could be influenced in such a way that best serves my interests? (Evil)
4 War. The elementals can be weapons of war. (Chaotic)
5 Law. I will be the last to ever commit woodsin. (Lawful)
6 Kinship. I work to deepen the bond between man and elemental, perhaps we can be equals one day. (Good)
d6 Bond
1 The wood has answers to a question I've long asked.
2 Stillglade Fane helped me hone my gift.
3 Any friend of the Twelveswood is a friend of mine.
4 'Tis my duty to help the elementals - they need me.
5 I dedicate my actions to Nophica - matron of Gridania.
6 I seek to become the greatest conjurer ever.
d6 Flaw
1 I often contest the opinions of others.
2 The grand city-state of Gridania, forever at the mercy of screeching tree-urchins. Beggars belief...
3 I'm afraid of them. One simple misstep and I'm dead.
4 I struggle to "hear" with other people around.
5 I wish the elementals, and practically everyone else, would just be quiet.
6 My "gift" is a curse, I didn't choose to have it.
Optional Feature Extension

If you belong to the Padjal race, you can directly communicate with any heard elementals. But they will eventually withdraw from your presence after 1d4 minutes, due to their fickle nature.

At your DM's determination, if an elemental becomes agitated or senses ill intentions from you or a party member during this communion, it may feel threatened and become temperamental. You or your DM can roll a d20 to determine its reaction.

d20 Reaction
1-6 The elemental casts Invisibility and retreats.
7-12 The weather begins to turn for the worse.
13-16 The elemental retreats, but harasses the party by casting Thorn Whip and Entangle.
17-18 The elemental retreats, but the party is now being hunted by 1d6 beasts.
19 A herd of 1d10 Medium and Large-sized beasts stampede through the party's location.
20 The elemental casts Awaken, creating 1d4 Awakened Trees & 1d8 Awakened Shrubs.

Imperial Spy

Authored by It's Naga


Prerequisite: Dexterity or Intelligence score of 13 or higher.


You and countless others are the eyes and ears of Garlemald across the Three Great Continents. With false identity as your cloak and wits as your dagger, you stand ready to accept anything the Frumentarium demands of you. Subversion. Espionage. Vigilance - For the glory of Garlemald.

  • Skill Proficiencies: Perception, and choose one from Deception, Investigation, or Stealth
  • Languages: Garlean
  • Tool Proficiencies: Disguise kit or forgery kit, and vehicles (magitek)
  • Equipment: A set of commoners’ clothes or fine clothes, a disguise kit or forgery kit, a hooded cloak, a dagger, a magitek transceiver, and a pouch containing 1,000 gil
Specialization

Choose from the table, or roll a d4 to determine your preferred strategy of acquiring information.

d4 Strategy
1 Dexterity. A careful, covert method of infiltration.
2 Intelligence. Skillful deduction minimizes overall risk.
3 Charisma. I amass the so-called "friends with benefits."
4 My party. A motley rabble, but quite resourceful...

Feature: Frumentarius

You are assigned the rank of eir, which is officially recognized within Garlemald and Her territories.

You may contact your superiors at the Frumentarium via your magitek transceiver and request any available information on people, places, or objects. Conversely, you may be tasked with gathering information of similar nature. None save the Frumentarium know, or can know, of your true role as a foreign spy, so imperial troops will treat you as they would all Eorzeans - as savages.

Suggested Characteristics

Propaganda in Garlemald runs rampant with intense hatred for other peoples and places. But after spending time abroad, it is not uncommon for imperial spies to reconsider their zealotry and see others for what they are - equals.

d8 Personality Trait
1 I assume all Eorzeans enjoy wallowing in the muck.
2 I try to get the first and last word in a conversation.
3 I am slow to trust because I wouldn't trust me either.
4 We Garleans are quite literal in our speech.
5 Jokes have no comedic value and annoy me greatly.
6 I always seek to assume a position of leadership.
7 I am always deliberating a plan of action.
8 Utilizing a formal dialect ensures greater acclaim.
d6 Ideal
1 Incrimination. Passing blame onto others is an effective way to cover your tracks. (Evil)
2 Trust? I still try to do right by those who confide in me, even if I am the enemy. (Good)
3 Protocol. I swore to uphold a code of conduct. (Lawful)
4 Diligence. I do not make a habit of being rash. (Neutral)
5 Distractions. A modest helping of general disarray never hurts as I make my exit. (Chaotic)
6 Efficiency. No nonsense. Do it once, do it right. (Any)
d6 Bond
1 I met the emperor once. I do this because of Him.
2 I was promised a better life in exchange for service.
3 What I learn can save countless lives - I do it for them.
4 I do my duty, but I also have a personal score to settle.
5 For the people, despite what they all think. Imperial ingenuity benefits us all.
6 The Frumentarii are a piece of my family history.
d6 Flaw
1 Despite my profession, I'm actually rather impatient.
2 I dare not say aloud, but all are beneath the Garleans.
3 I have no qualms about harming innocents.
4 Others may lead from the front, I swoop in afterwards.
5 I only associate with those I deem useful.
6 I am the smartest person in the room.

Variant Imperial Spy: Imperial Fugitive

You became disillusioned with Garlemald and used your mission abroad as an opportunity to disappear. Perhaps you disagreed with particular protocols, or was your view of the empire simply romanticized from the beginning?

If you decide that your spy career involved desertion, you must choose the Renegade Intel feature below instead of the Frumentarius feature.

Variant Feature: Renegade Intel

As a former spy, you possess knowledge on imperial protocols that others do not. This gives you the unique ability to make reliable estimates about any of their forces you encounter, without requiring a skill check. This may include legion identity, strength of numbers, potential objectives, the layout of fortifications etc.

Those who learn of your fugitive status may grow to mistrust, or even become hostile towards you, at your DM's determination. Desertion is punishable by death, so imperial forces who recognize you will immediately become hostile.

Magitek Engineer

Authored by It's Naga


Prerequisite: Intelligence score of 13 or higher.


The Magitek Academy serves as both a research facility and a school for engineers. You are one of the alumni, whereby only a handful of outstanding applicants are admitted into, or even graduate from, the institution's program. Research. Knowledge. Progress - For the glory of Garlemald.

  • Skill Proficiencies: Special. Investigation. If you are already proficient, you add double your proficiency bonus to checks you make with it.
  • Languages: Garlean
  • Tool Proficiencies: Engineers’ kit and vehicles (magitek)
  • Equipment: A set of imperial (red) or ironworks (blue) work clothes, an engineers’ kit, a pair of welding goggles, a container of ceruleum, and a pouch containing 500 gil
Specialization

Choose from the table, or roll a d4 to determine your engineering specialization.

d4 I know everything about...
1 Aerial vehicles and constructs.
2 Equipment and personnel items.
3 Infrastructure and systems.
4 Terrestrial vehicles and constructs.

Feature: Architectus

You are assigned the rank of jen, which is officially recognized within Garlemald and Her territories.

With your tenure at the Magitek Academy, you possess specialized knowledge on a range of magitek devices including objects, vehicles, and constructs. Outside of combat, if a particular piece of magitek correlates with your specialization, this knowledge is second nature to you and does not require a skill check.

Optional Feature Extension

At your DM's determination, you may begin the campaign at a higher rank, or be eligible for promotion. The following lists those ranks succeeding jen, in descending order.

  • kir: Architectus veteranus, a veteran field engineer.
  • lux: Architectus ordinum, commander of a small unit of field engineers.
  • mal: Praefectus architectorum, high commander of field engineers.
  • nan: Primus architectus, a chief engineer.

Imperial forces recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other engineers and requisition equipment, befitting your rank, for temporary use.

Suggested Characteristics

Magitek engineers are by nature, an inquisitive and curious breed. They are often fiercely intelligent but their methods tend to border on the reckless and unorthodox when all else fails. Their alignment is typically governed by their personal opinions on how magitek should be used, rather than whether they're Garlean-born or an Eorzean "savage."

d8 Personality
1 I sneak my initials onto everything I work on.
2 I feel the need to touch everything I see.
3 I have my own unique design flair, it's important.
4 I'm sick of telling people to fill the bloody kettle!
5 I have a habit of dismantling things when I'm bored.
6 I see little value in gil, unless it's to purchase knowledge like books or Allagan tomestones.
7 It irks me greatly when things aren't straight or orderly.
8 I talk at length about magitek - and often too fast.
d6 Ideal
1 Methods. I take extra time to complete things. (Lawful)
2 Power. I smile when I hear imperial warmachina was used to squash impertinent savages. (Evil)
3 Greed. Advance the realm? I'd rather use magitek to advance my purse. (Neutral)
4 Philanthropy. If the device doesn't help anyone, then what is the point? (Good)
5 War. I measure success based on the amount of wanton destruction my projects cause. (Chaotic)
6 Innovation. Every minute improvement brings the realm one step closer to advancement. (Any)
d6 Bond
1 I trust those who appreciate my knowledge and labor.
2 I've drawn up blueprints - I will see it to fruition.
3 My allegiance is to no nation, only to my ingenuity.
4 My mentors had taught me everything they knew.
5 I'm surrounded by, admittedly endearing, idiots.
6 I often get attached to anything I build or work on.
d6 Flaw
1 Everyone I meet - an ignoramus. Learn what, at the very least, a gyrodrive is and then come speak to me.
2 I lose my temper whenever I experience failure.
3 I don't need sleep, I need answers!
4 I know it works better when done your way, but I'm going to do it my way.
5 The sight of blood is very disturbing to me.
6 We'll know the device exploded because we will realize that we aren't alive anymore. Perfect logic - start 'er up.

Variant Engineer: Ironworks Employee

The talented engineers of the Garlond Ironworks labor tirelessly to advance the realm with the introduction of magitek technology to the peoples of Eorzea. If you decide that you are an Eorzean engineer, you must choose the Freedom Through Technology feature below instead of the Architectus feature.

Variant Feature: Freedom Through Technology

Using the crafting an item rules as described in Xanathar's Guide to Everything, and with use of an engineers' kit, you are able to take a nonmagical object, piece of gear, or item, and convert it into a magitek iteration of itself. Work with your DM to determine the nature and extent of the innovation that the conversion grants. For example:

  • A speaking trumpet can be powered to allow the user to project their voice further.
  • A kettle can be converted to heat itself, no longer requiring fire or a stove.
  • A fishing rod can be modified reel itself in once a bite is detected.

Onishi

Authored by It's Naga


Prerequisite: Lawful alignment only


Artisans of the Far East - the Onishishu - pledge themselves to no nation, and in many respects, more closely resembles a monastic order than a crafting guild. Just as monks devote themselves to Rhalgr, the Onishi employ their skills in service to the people. In return, they ask but meager payment - a crate of foodstuffs; a token offering of coins etc.

  • Skill Proficiencies: Arcana, Insight
  • Language: Eastern
  • Tool Proficiencies: Two types of artisans' tools
  • Equipment: A set of eastern work clothes, two types of artisans' tools that you're proficient with, an Onishishu inro, an Onishishu garb, and a pouch containing 500 gil
Specialization

Choose from the table, or roll a d4 to determine your inro design. An inro is the symbol of the Onishishu; a traditional, ornate case used for holding small objects, worn around the waist.

d4 Inro Design
1 Simple. I value humility and modesty above all else, and it shows in my choice of inro.
2 Homogeneous. In respect to my mentor, my inro is made to closely resemble theirs.
3 Artistic. My inro is a testament to my artisanal skill and eloquence, and on display for all to see.
4 Personal. An inro of my own design; unconventional and often scrutinized, but unique and personifying.

Feature: Measured Secrecy

You belong to a respected, but secretive collective of artisans from the Far East. Those who recognize your inro will know you as Onishi and treat you as an honored guest. However, you are bound by vow and virtue to remain discreet and accept only those gifts or payments which afford you a modest lifestyle.

d8 Personality Trait
1 I'd sooner bite off my tongue than entertain a despot.
2 I simply go wherever the kami of the winds guide me.
3 At least once a day, I seek to meditate and reflect.
4 Wisdom is striving to learn about others, I enjoy it.
5 I much prefer to listen than to speak.
6 I do not like conflict, but I will fight if I must.
7 I much prefer foodstuffs over monetary payment.
8 I like to believe kami will choose to inhabit my crafts.
d6 Ideal
1 Integrity. Every word I speak is a promise. (Lawful)
2 Insight. There are two sides to every request. (Neutral)
3 Words. I made a vow, I will uphold it. (Lawful)
4 Charity. I always strive to help others in need. (Good)
5 Precedence. I am enlightened and above others. (Evil)
6 Craftsmanship. I give my all into my works. (Any)
d6 Bond
1 The Onishishu teachings have given my life meaning.
2 I was chosen to safeguard dangerous arcane secrets.
3 I serve the people, and the people will serve me.
4 My mentor taught me everything they knew.
5 My word is law, all we truly have are our words.
6 I wouldn't have survived if not for a kind stranger.
d6 Flaw
1 I am my own worst enemy.
2 I accept nothing less than perfection in my craft.
3 Despite my vows, I am often tempted by greed.
4 I view most people as unworthy of my respect.
5 I am always prepared to die for my ideals.
6 I am very easily offended.
Optional Feature Extension

You gain the Identify spell if you don't already know it. When casting Identify, placing gil inside your inro satisfies the spell's material components, allowing you to do so without any spellcasting ability, or expending a spell slot. The amount of gil required equals your starting gil x your total class level, which the spell consumes.

Sundered

Authored by It's Naga


Dreams of death and destruction have plagued your psyche, severe enough that it has affected you throughout life. But you have cause to believe that there may be more to your condition than what it seems. You must seek answers.

  • Proficiencies and Languages: Special. Whenever you attempt a skill, use a tool, or try to comprehend a language you are not already proficient with, you gain that proficiency on a natural 20 roll. You must finish a long rest before another proficiency is gained this way. Once you have five proficiencies, you no longer gain more.
  • Equipment: a set of common clothes, a shard of pure crystal, a journal, and a belt pouch containing 500 gil
Recurring Dream

Choose from the table, or roll a d6 to determine the event haunting your dreams. You may also choose to work with your DM to create an entirely different dream.

d6 A Dream of...
1 A once blue sky set aflame as meteorites rain down. Terrible beasts manifest out of thin air and rend untold havoc amongst the terrified and fleeing populace.
2 The very land itself at first beginning to tremble, then shake, and then quake violently. So much so, even mountains are not spared. All is swallowed by earth.
3 A city of stone standing in a forested clearing, but festering with rot and decay. The forces of nature then quickly close in and smother the city completely.
4 A proud city rapidly being consumed by rising flood waters. Overhead, a gargantuan, alien vessel ascends into the sky, vanishing through the dark cloud cover.
5 A riverside hamlet beset by fire breathing dragons. Hyur and Elezen men desperately scramble to mount a defense using nothing but their farming equipment.
6 A bloody feud between the Matron and the Destroyer. After much death, both the Navigator and the Twins together take up arms and rush to Her defense.

Feature: Etched Upon Your Very Soul

As a proficiency is gained with this feature, you once again experience your dream, but new details emerge for the first time. Work with your DM as to what these new details are, and any subsequent developments as a result.

Once all proficiencies have been granted, you are able to create an echo of those memories onto a shard of crystal. The crystal functions similarly to a soul crystal, telling the events of the dream from your perspective. Others may attune to the crystal and view the events themselves.

Suggested Characteristics

You are on a journey of self discovery. Do your dreams haunt you, or continue to push you onward? Perhaps they do not motivate you at all, preferring to simply wander the world in deep reflection, finding the answer yourself.

d8 Personality Trait
1 I often forget that this condition is unique to me.
2 I don't talk much, I've learned to keep my mouth shut.
3 I'm so focused on what's in my head, I forget things.
4 I'm definitely not a morning person.
5 I always try and stay awake as long as possible.
6 I have on and off bouts of depressive episodes.
7 I write in and often reread my journal, it grounds me.
8 Stoicism helps me cope, I try to practice it.
d6 Ideal
1 Harmony. There is no point dwelling on things I can't help. The answers will come with time. (Neutral)
2 Comedy. I just seek joy now, in basically anything. I can't help being desensitized to tragedy. (Chaotic)
3 Anger. So many unanswered questions I'm forced to bear. I'll just take my frustration out on others. (Evil)
4 Truth. I need to know what's going on with me. (Any)
5 Integrity. I have my own problems, but that need not be a detriment to others. (Good)
6 Destiny. Perhaps a greater power is backing me? If so, I wouldn't want to disappoint. (Lawful)
d6 Bond
1 Scholars have offered to assist me with my condition.
2 There was someone in my dream, telling me to run.
3 My family, while skeptical at first, is supportive.
4 There's more to my dream, I feel like I lost something.
5 I owe it to myself to seek answers, no one else.
6 Maybe I'm seeing the future? I have to do something.
d6 Flaw
1 I find it hard to commit to those around me.
2 Opening up to people just invites ridicule.
3 So many unanswered questions, my mind always races.
4 I resent those who are happy.
5 Everyone thinks I'm crazy, I can see it in their eyes.
6 I've turned to drugs as a result of these dreams.
Optional Feature Extension

Should you acquire The Echo (see Appendix E) before all proficiencies are gained, may freely choose those that are remaining. It reveals your dreams were a past event, and you once a part of it, perhaps in some other life.

The crystal you create is enhanced, instead a magic item called Memories of the Sundered (see Appendix C). Pray return to your Dungeon Master and kindly seek their permission first.

XIITH Legion Experiment

Authored by It's Naga


Prerequisite: Strength or Constitution score of 13 or higher.


Under its merciless Legatus, the XIIth legion of Garlemald values power above all else, having little use for those who will not "hunt" their own prey. To that end, Castrum Abania was constructed in the peaks above Ala Mhigo, conducting wicked experiments to merge man and magitek in forbidden union. You are one of these experiments.

  • Skill Proficiencies: Athletics, Intimidation
  • Languages: Garlean, and one of your choice
  • Tool Proficiencies: One of your choice
  • Equipment: A set of prisoners' clothes, a shiv, a memento of your life prior to becoming an experiment, and a set of identification tags stating 'Number (your choice)'
Your Prior Circumstances

Choose from the table or roll a d4 to determine why you were experimented upon.

d4 Reason
1 I willingly volunteered. This is my duty to Garlemald.
2 I thought this was an opportunity for a better life.
3 I committed a crime and this was my sentence.
4 I was dragged against my will, kicking and screaming.

Feature: Resonant

The Garlean scientist, Aulus mal Asina implanted you with an artificial recreation of The Echo. The procedure has permanently marked one of your eyes as a result - with it emitting an ominous red glow.

Your "transcendent eye" can detect minor changes in the ambient aether around you, twitching slightly each time an area changes in some way. Even if you do not know why, you always have an inkling of when danger is about to strike. Commonfolk who see your eye are generally unnerved and may keep their distance.

Suggested Characteristics

Survivors of merciless experimentation are left with scars - both physical and psychological. Those loyal to Garlemald, however, are likely to embrace the damage wrought upon them as much as the newfound power given to them.

d8 Personality
1 I often depart onto a power trip when given authority.
2 BUT THIS IS MY INDOOR VOICE, I CAN'T HELP IT!
3 I start to punch hard surfaces when I'm bored.
4 Nothing makes me happier than hard combat.
5 Whenever I see my reflection, I just stare a moment.
6 I blow up when insulted about my condition.
7 Despite my enhancements, I seek others' approval.
8 I always take a moment to calmly collect myself.
d6 Ideal
1 Power. My new abilities are such a rush! (Chaotic)
2 Dissonance. I've paid with my own suffering. Anything I choose to do now is perfectly justified. (Evil)
3 Kindness. I refuse to be the monster people think I am, I'm still a person. (Good)
4 Indifference. Gift or curse, it doesn't matter. (Any)
5 Acceptance. I am what I am, so I'll just keep doing what I normally do. (Neutral)
6 Responsibility. With great power... (Lawful)
d6 Bond
1 I am blessed not by gods, but by Garlean ingenuity.
2 I survived, and I will stand for those who did not.
3 I owe my new life to Lord Zenos and Aulus mal Asina.
4 I will kill Zenos and that Asina lackey for what they did.
5 I formed a bond with the other test subjects.
6 I had to leave my old life behind, I will return someday.
d6 Flaw
1 I sometimes suffer from sudden panic attacks.
2 I ignore all compliments, I'm just an abomination.
3 I find it hard to relax, my heart is always pumping.
4 I feel like I'm always being taken advantage of.
5 I cover myself up, my looks are nothing to be proud of.
6 Now that I'm enhanced, all others are beneath me.

Variant Feature: Hypertuned

Magitek engineers strapped you to the operating table and implanted you with magitek augmentations. Your physical body has been enhanced and become noticeably muscular, but your complexion suffered adversely - now a deep, unnatural gray.

You feel very little pain, if any at all, and you are wholly unaffected by strenuous activities. Hostile humanoids will often think twice about threatening you or otherwise initiating combat, unless they are confident they can win.

Optional Feature Extension

To better represent your background feature, mechanical benefits can be applied. Before adding them onto your character sheet, pray return to your Dungeon Master and seek their permission first.

  • Resonant: You gain one level of The Echo, and the Transcendent Eye cantrip (see Appendix E).

  • Hypertuned: Your carry capacity is doubled and your unarmed strikes deal an additional 1d4 Thunder damage. Should you be reduced to 0 hit points during combat, you instead fall unconscious at the end of your next turn. In addition to a Medicine skill check, you can be stabilized through use of an engineers' kit (see Appendix D).

Adapting Backgrounds

All the backgrounds from the Player's Handbook and Sword Coast Adventurers' Guide fit perfectly into Final Fantasy XIV. Additionally, though, a number of existing backgrounds can be adapted to represent Final Fantasy XIV more specifically in the campaign.

Archaeologist (Son of Saint Coinach)

TBC

Cloistered Scholar (Sharlayan Scholar)

TBC

Guild Artisan (Disciple of the Hand)

TBC

Warlock Patrons

Lord of the Inferno

  • Credit to BadIdea

Your patron is Ifrit, the Lord of the Inferno, the primal of the Amalj’aa. Prone to savagery and a blazing passion, Ifrit is one of the most unstable of the primals. His flames scorch his foes to dust and cinder. His interest in you may have many original reasons, but the end result is the same: To watch the World Burn.

Expanded Spell list

  • 1st Level Flaming Hands, Searing Smite
  • 2nd Level Flaming Sphere, Heat Metal (Dragon's Breath XGE)
  • 3rd Level Fireball, Haste
  • 4th Level Wall of Fire, Fire Shield
  • 5th Level Flame Strike, Conjure Elemental (Immolation XGE)

Blessed By Fire

Starting at 1st level, the Lord of the Inferno has granted a fraction of his blessing to you. As a bonus action you may conjure Flaming Claws from your hands. It is considered a finesse weapon with a 5ft reach. You are considered proficient with this weapon, and may use this weapon as your spellcasting focus. At first level, you deal 1d4 piercing damage, and this weapon cannot be disarmed. The damage increases at 6th level to a d6, at 10th level to a d8, and at 14th level to a d10.

When you cast a spell of 1st level or higher, you may make a melee spell attack using a readied weapon, your Flaming Claws, or an unarmed attack as a bonus action. The attack's damage type changes to fire for this attack.

Tempered by the Inferno

At 1st level, you gain the following benefits:

  • You gain advantage on saving throws to resist being Tempered by any Primal.
  • You learn the Fire Bolt Cantrip if you do not already know it.
  • As a reaction to being hit with fire damage, you may gain resistance to fire damage until the beginning of your next turn. This resistance applies to the damage that triggered the reaction. You may do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infernal Nail

Starting at 6th level, as an action you may summon an Infernal Nail at a location you can see within 30ft of you. The Nail is 10ft tall, has an AC of 10, and a number of hit points equal to five times your Warlock level.

Any hostile creature that moves into, or begins their turn within, 10ft of the Nail takes 1d12 fire damage. You may have one Nail conjured at a time. It lasts until it is destroyed or dismissed as a free action. You can summon the Infernal Nail a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

True Conflagration

Starting at 10th level, fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Hellfire

Starting at 14th level, as an action you can cause a massive explosion centered around you as you channel the raw power of Ifrit. Each creature in a 30-foot-radius sphere centered on you and your Infernal Nail must make a Dexterity saving throw against your spell save DC. A target takes 1d6 fire damage per Warlock level on a failed save, or half as much damage on a successful one. A creature can only take damage from one source in this way, either from you or the Infernal Nail.

Once you use this feature, you can't use it again until you finish a long rest.

Appendix C: Items and Tools

Gold Needle

Healing, consumable

Credit: Final Fantasy Wiki and AlessioCali fron Scars of Twelveswood Adventure book

The properties of this solid-gold needle include curing petrification and pricking fingers.


Can be used to cure petrifaction on an affected creature. If the victim itself owns one at the moment of being petrified, it can use a reaction before the effect takes place to activate it.

Phoenix Down

Healing, consumable



















Credit: Final Fantasy Wiki

This feather allows the ressuruction of someone who was recently brought to death or is on the brink of death.


Casts Revivify upon use. You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Ether

Potion, rarity varies - Credit to Vivid_Steel

Ether is the aetheric essences of elemental crystals that have been extracted through alchemical means. Consuming ether replenishes the natural aetheric stores of spellcasters, allowing them to work magic beyond the limits of their personal reserves. As an action, you can drink ether and regain an expended spell slot. If the expended slot is higher level than the ether replenishes, then it is the maximum level the ether can replenish. For example, if you drink a Mega-Ether and the spell slot is of 4th Level or higher, the new slot is 3rd Level. Once you have drank ether, you cannot benefit from drinking ether again until you have taken a long rest.

Ether Rarity Max Spell Slot
Ether Common 1
Hi-Ether Common 2
Mega-Ether Uncommon 3
X-Ether Rare 4
Max-Ether Very Rare 5
Super-Ether Legendary 6

Glamor Prism

Wonderous item, common - Credit to Vivid_Steel

A glamour prism is a crystalline prism that has been enchanted to project the image of one thing onto another. A glamour prism can be used to make a set of leather armor look like a summer dress or like a set of magitek armor. You can use an action to glamor the image of an item in your possession onto another item in your possession, consuming the glamour prism in the process. The items must be similar in nature and shape to one another. The objects must be similar in type to one another. Clothing can be made to look like armor, an arcane book can made to look like a cookbook, but a cloak could not be made to look like a book. The objects cannot be more than 6 fulms in any dimension. The changes wrought by this item fail to hold up to physical inspection. If someone attempts to touch the glamored object, their hand will go through the illusion and feel the item underneath. Once glamored, the illusion can only be removed through using another glamour prism to apply a different glamor, using a glamour dispeller, or casting Dispel Magic on the object.

Glamor Dispeller

Wondrous item, uncommon - Credit to Vivid_Steel

Similar to a glamour prism, this prism has been enchanted to remove glamors. You can use an action to dispel the glamor on an object if that glamor was placed using a glamor prism, consuming the dispeller in the process. If the object has an illusion school spell of second level or lower on it, the illusion is dispelled and the dispeller is consumed. If the glamour dispeller is used on an object that has not been glamored with a glamour prism and isn't under the effect of an illusion school spell, then the action fails and the dispeller is not consumed.

Memories of the Sundered

Wondrous item, Sundered background (requires attunement)

A shard of crystal containing the long forgotten memories of a Sundered being. Other creatures who are attuned to this item may hold it and as long as they maintain concentration, temporarily gain the memories and proficiencies the Sundered being has learned via their background feature.

Magitek Items

  • Credit to It's Naga

Mark XIV Thermocoil Boilmaster

Adventuring Gear, Uncommon

A magitek kettle designed and manufactured by the Garlond Ironworks. The kettle utilizes the Ironworks' thermocoil technology, a one-piece metal cylinder able to flash heat water to keep consistent temperature, perfect for brewing without the need of fire or stove.

During a long rest where you do not sleep, your level of exhaustion is reduced by 1 if you regularly drink from beverages brewed with the Mark XIV Thermocoil Boilmaster.

Radio

Imperial technology, Rare

A strange box with a metal rod protruding from the top, functioning as a long-range, one way communication device. When switched on, pro-imperial propaganda is broadcast in the Garlean language throughout the day, along with the imperial anthem, Home Beyond the Horizon during intermissions.

Transceiver

Imperial technology, Rare

Functionally similar to linkpearls, a tiny communication device used by the Garlean Empire to communicate over long distances. If a magitek transceiver is more than 100 feet from its owner, it may explode as a failsafe.

Roll a d20, and on a result of 20, the magitek transceiver's failsafe will malfunction and the device will not explode.

Armor Identification Key

Imperial technology, Rare

A thin rectangular piece of what appears to be cermet. Placing it near the corresponding class of magitek armor will magically bring the machine to life.

Tools

  • Credit to It's Naga

A tool helps you do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. The tools listed below are found in the world of Final Fantasy XIV and can be used in conjunction with those present in official Players' Handbook.

Item Cost Weight
Gaming set
Triple Triad set TBC TBC
Doman Mahjong set TBC TBC
Musical instrument
Clarinet TBC TBC
Cymbal TBC TBC
Drums (Bass, Bongo, or Snare) TBC TBC
Guitar (Acoustic or Electric) TBC TBC
Fiddle TBC TBC
Fife TBC TBC
Harp TBC TBC
Oboe TBC TBC
Piano TBC TBC
Saxophone TBC TBC
Timpani TBC TBC
Aetherologists' Tools 200 gil 10 pz.
Engineers' Kit 400 gil 30 pz.
Vehicles (air, land, magitek, or water) * *

Aetherologists' Tools. This padded case contains an aetherometer, and an aether compass. Proficiency with these tools lets you add your Proficiency Bonus to Ability Checks you make when detecting magic, identifying the elements and polarities, and the behaviour of any present aether currents.

Engineers' Kit. A metal and rather weighty toolbox that contains the fundamental equipment for any magitek engineer. Proficiency with this kit lets you add your Proficiency Bonus to Ability Checks you make when you build, disassemble, repair, or modify magitek equipment.

Mounts and Vehicles

Appendix E: Custom Spells and Feats

Spell Descriptions

The spells are presented in alphabetical order.

Transcendent Eye

Optional Feature: Resonant cantrip

Casting Time: 1 reaction

Range: Self

Innate: 1/short rest

Duration: 1 minute

As a reaction, you focus your resonant eye to detect further changes in the aether. Until the spell ends, you are also more easily able to predict and avoid incoming attacks, gaining a +2 bonus to your AC. Your eye also emits 5 feet of bright light in front of you, and dim light for an additional 5 feet for the duration.

Due to your procedure's experimental nature, you are extremely sensitive to aether until the spell ends. Whenever you are hit with a ranged spell attack, you suffer a debilitating reaction and are stunned for 1d4 turns.

Feats

New feats are presented here in alphabetical order for groups that use them.

The Echo

  • Credit to Hyperionides & It's Naga

You experience visions of a starshower. "Hear. Feel. Think."

  • You may select this feat multiple times, increasing its level. For each level, your mastery increases and you gain an additional Foretelling Dice.
  • When you finish a long rest, roll a number of d20 equal to the level of your Echo and record the number rolled, these are your Foretelling Dice. You may replace any attack roll, ability check, or saving throw made by you or a creature that you can see with the rolled result. You may replace a roll in this way only once per turn, whereby the dice is consumed until your next long rest, as are any dice left unused.
  • You have immunity to Tempering, and allies within 20 feet of you have advantage on saving throws against this condition. As a bonus action, you can extend your immunity to three creatures within range until the start of your next turn.
  • You can speak and comprehend all languages, though this does not equal knowledge. You cannot read or write the script of unknown languages without first learning.
  • If your chosen character race is Garlean, you may now wield magic without the aid of magitek.
Author's Note

Despite our desire for faithful adherence to the world of Final Fantasy XIV, we know The Echo may be detrimental to some games. Pray return to your Dungeon Master and kindly seek their permission.


Visions of the Past. At the Dungeon Master's determination, they may describe sudden visions that briefly plague the mind of characters who wield The Echo. This can serve as an effective way to manage key plot points by way of a feat.

 

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