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FFXIV World Compendium
\pagebreak ## **Spoiler Alert!** This Sourcebook contains spoilers for Shadowbringers expansion, 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. ### Legal Disclaimer - I do not own the rights or permission to neither Dungeons & Dragons nor the Final Fantasy franchise. This is simply intended as a fan project to bring both of these loved properties together. ### 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 \columnbreak ## 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](https://discord.gg/mGwR8sW24r "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](https://www.reddit.com/r/FFXIVxDnD "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: - Vivid_Steel - It's Naga - ElenoreFanGirl - Nate_Ranney - RamblaRahl - Avid - Avalon5K - SilentSoren - BadIdea \pagebreakNum ## Links to other works The community has worked extensively on D&D works realted to FFXIV. Here is a couple of projects we wish to promote.
**FFXIV Class & Race Compendium** *by SilentSoren* - [https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv](https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv "https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv") ___ **Inkarnate Eorzean Maps** *by Vanity Ruins* - [https://inkarnate.com/p/45zy71--vanity-ruins/](https://inkarnate.com/p/45zy71--vanity-ruins/ "https://inkarnate.com/p/45zy71--vanity-ruins/") ___ **Lore Compilations** *by MirkeMenagerie* - [https://mirkemenagerie.tumblr.com/](https://mirkemenagerie.tumblr.com/ "https://mirkemenagerie.tumblr.com/") ___ **Lore Timeline** *by TheWorstAvatarEver* - [https://docs.google.com/document/d/1dp-A8gVLGmqxLXu1e_Z6ycDBQljYaGYK-BWgFqkgjac/edit#/](https://docs.google.com/document/d/1dp-A8gVLGmqxLXu1e_Z6ycDBQljYaGYK-BWgFqkgjac/edit# "https://docs.google.com/document/d/1dp-A8gVLGmqxLXu1e_Z6ycDBQljYaGYK-BWgFqkgjac/edit#") \pagebreakNum
### # Table of Contents ###
- ### [
Introduction
](#p4) - - - [
Hydaelyn and Zodiark
](#p4) - - ##### [
The Source
](#p4) - ### [
Chapter 1: The World
](#p8) - - ##### [
Dieties and Calamities
](#p8) - - - [
Diety Domains
](#p8) - - - [
Calendar, Currency, and Languages
](#p8) - - ##### [
Magic
](#p11) - - - [
The Lifestream
](#p11) - - - [
Aetherology
](#p11) - - - - [
Aetherytes and Aetheryte travel
](#p11) - - - - [
Elemental Crystals
](#p11) - - - [
Primals, Tempering, and Untempering
](#p11) - - ##### [
Travel
](#p16) - - - [
Chocobo Breeds
](#p16) - - - [
Airships
](#p23) - ### [
Chapter 2: The City-States
](#p25) - - ##### [
The Three Grand Companies
](#p25) - - - [
Other City-States
](#p25) - - ##### [
The City of Gridania
](#p26) - - - - [
Landmarks
](#p26) - - - [
Gridanian Factions
](#p26) - - - [
Merchants and Guilds
](#p26) - - ##### [
The Black Shroud
](#p29) - - - [
Central Shroud
](#p29) - ### [
Chapter 3: Adventures
](#p32) - - ##### [
Featured Adventures
](#p32) - - ##### [
Adventure Reworks
](#p32) - - - [
Sunless Citadel
](#p32) - ### [
Chapter 4: Crafting and Downtime Activities
](#p35) - - ##### [
Crafting
](#p35) - - - [
Disciple of the Hand
](#p35) - - - [
Disciple of the Land
](#p35) - - ##### [
Downtime Activities
](#p35) - - - [
Seasonal Events
](#p35) - - - [
Activities
](#p35) - ### [
Appendix A: Monsters
](#p40) - - ##### [
Demonic Entities
](#p40) - - - - [
Ahriman
](#p40) - - ##### [
Natural Creatures
](#p43) - - ##### [
Beasttribes
](#p51) - - - - [
Amal'jaa
](#p51) - - - - [
Ixali
](#p51) - - ##### [
Primals
](#p62) - ### [
Appendix B: Background and Patrons
](#69) - - - [
**Player Backgrounds**
](#69) - - - [
**Warlock Patrons**
](#73) - ### [
Appendix C: Items
](#p74) - - - [
**Magical Items**
](#p75) - ### [
Appendix D: Weapons and Armor
](#p76) - - - - [
Elemental Weapons
](#p76) - ### [
Appendix E: Custom Spells, Races, and Feats
](#p77) - - - [
**Feats**
](#p77)
\pagebreakNum
# 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* \columnbreak
#### 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.
\pagebreakNum ## 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. \columnbreak #### 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. \columnbreak
2
PART 1 | EORZEA
\pagebreakNum #### 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. \columnbreak #### 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**.
\pagebreakNum ## 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. \columnbreak #### 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.
\pagebreakNum # 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.
- Credit to ***ElenoreFanGirl*** * **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.
\pagebreakNum #### 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. \pagebreakNum ### 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") \columnbreak ### 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. \pagebreakNum ## 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. \columnbreak ##### 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
\pagebreakNum #### 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.
\columnbreak #### 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. \pagebreakNum | 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. \pagebreakNum ## 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](h1=#the-primals) #### 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 | \columnbreak ### 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. \pagebreakNum ___ > ## 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. \columnbreak ___ > ## 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**
\pagebreakNum ## 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. \columnbreak ##### 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***
\pagebreakNum ##### 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**
\columnbreak ##### 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/](https://ffxivchocobo.com/ "https://ffxivchocobo.com/") and just reduce the number of fruits by over half.
\pagebreakNum ### 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.
\columnbreak ___ > ## 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. \pagebreakNum ### 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* \columnbreak
##### 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 |
\pagebreakNum ### 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* \columnbreak ___ > ## 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.
\pagebreakNum ### 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** \columnbreak
##### 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 |
\pagebreakNum #### 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. \columnbreak ##### 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. \pagebreakNum
#### 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 | \columnbreak ##### 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 |
\pagebreakNum #### 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 |
\columnbreak
##### 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 |
\pagebreakNum # 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. \columnbreak ### 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. \pagebreakNum ## 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. \columnbreak - **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
\pagebreakNum ### 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.
\columnbreak #### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum
## 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. \columnbreak #### 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. \pagebreakNum ___ **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 | | 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 | \pagebreakNum ___ > ## 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* \pagebreakNum ## 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. \columnbreak #### 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.
\pagebreakNum # 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***. ## Featured Adventures These are some of the adventures that the community has come up with Recommended Resources: **DnD Player's Handbook (5e), Monster Manual, and FFXIV Player's Handbook** #### Ill Gotten Gains - By ***Deahfel***
Set in Ul'dah, this adventure is designed with newer players in mind who may not have much experience with DnD 5E or Final Fantasy XIV. It has been written to make session preparation as simple as possible by providing references and maps where possible. As always, this module is a framework and can be adjusted as you see fit to fit your table and play style.
**Adventurer Party Size:** 5 Level 1 Players
**Game Length:** 2-4 Hours [https://homebrewery.naturalcrit.com/share/WgmY2Tfp2](https://homebrewery.naturalcrit.com/share/WgmY2Tfp2 "https://homebrewery.naturalcrit.com/share/WgmY2Tfp2") #### Into a Copper Hell - By ***Nate_Ranney***
It would seem that a horde of hecatonchires has been wreaking havoc within Copperbell Mines. So that mining operations may resume, Papashan bids you subdue these hulking creatures. As part of your preparations for the mission, the stationmaster suggests that you speak with Painted Mesa, an employee of Amajina & Sons Mineral Concern.
- This adventure is based upon the dungeon *Copperbell Mines.*
**Adventurer Party Size:** 4-5 Level 4 Players
**Game Length:** 4-6 Hours [https://homebrewery.naturalcrit.com/share/j6NgogNjxbOV](https://homebrewery.naturalcrit.com/share/j6NgogNjxbOV "https://homebrewery.naturalcrit.com/share/j6NgogNjxbOV") #### Fire in the Gloom - By ***Nate_Ranney***
It would seem that a cult known as the Lambs of Dalamud has been engaging in suspicious activity in the Tam-Tara Deepcroft. You learned that the Lambs of Dalamud believe in the divinity of the lesser moon, Dalamud, whose descent ushered in the Seventh Umbral Era. Your task is to sweep the Deepcroft and purge it of cultist presence.
- Based on the dungeon *Tam-Tara Deepcroft*
**Adventurer Party Size:** 4-5 Level 4 Players
**Game Length:** 4-6 Hours [https://homebrewery.naturalcrit.com/share/lxuxmrH6H](https://homebrewery.naturalcrit.com/share/lxuxmrH6H "https://homebrewery.naturalcrit.com/share/lxuxmrH6H")
\columnbreak #### It's Probably Pirates - By ***Nate_Ranney***
Baderon and Commodore Reyner have requested your assistance with an investigation. A strange ship has been sighted off the coast of Aleport, and the subsequent appearance of a dangerous-looking group of men at the Sastasha Seagrot has the Yellowjackets greatly concerned.
- Based on the dungeon *Satasha*
**Adventurer Party Size:** 4-5 Level 3 Players
**Game Length:** 4-6 Hours [https://homebrewery.naturalcrit.com/share/8u_AWJot4](https://homebrewery.naturalcrit.com/share/8u_AWJot4 "https://homebrewery.naturalcrit.com/share/8u_AWJot4") #### Scars of the Twelveswood - By ***Alexander_9211/AlessioCali***
In the verdant city of Gridania all labor to keep the Twelveswood safe and to live in perfect balance with nature... that is why the unsettling news of an horribly disfigured maiden's body found deep in its territory caused sudden alarm among common folks and the city guard both. The Order of the Twin Adder immediately dispatches a task force of young but promising recruits to the settlement of Bentbranch Meadows, in hope of shedding light on the macabre finding...
- Inspired by the dungeon *Haukke Manor*
**Adventurer Party Size:** 5 Level 4 Players
**Game Length:** 4-6 Hours [https://www.gmbinder.com/share/-MPZrqvuzNalr4GR8eWM](https://www.gmbinder.com/share/-MPZrqvuzNalr4GR8eWM "https://www.gmbinder.com/share/-MPZrqvuzNalr4GR8eWM") #### Hello Halatali - By ***Nate_Ranney***
Originally a holy place for the first Lalafell arrived in Eorzea, the twisting labyrinth of natural caverns which wind through this massive mesa was transformed by the Gladiators' Guild into a series of training pits, animal pens, and holding cells to accommodate the ever-growing popularity of Ul'dah's Coliseum. After the Calamity, however, the location was abandoned─those remaining in the pens, left for dead. Not all of them, however, met that fate, and now the tunnels are rife with those who survived...as well as the tormented spirits of those who did not. The name comes from an ancient tongue, Halatali meaning “the land of many shadows."
- Inspired by the dungeon *Halatali*
**Adventurer Party Size:** 4 Level 5-6 Players
**Game Length:** 15-20 Hours [https://homebrewery.naturalcrit.com/share/s7DM0ZRfSFC6](https://homebrewery.naturalcrit.com/share/s7DM0ZRfSFC6 "https://homebrewery.naturalcrit.com/share/s7DM0ZRfSFC6") \pagebreakNum ## 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. \columnbreak ##### 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 \pagebreakNum > ##### 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: \columnbreak
##### 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”
\pagebreakNum # Chapter 4: Crafting and Downtime Activities ___ This chapter is under heavy work in progress, most of the text you see in this chapter is using randomly generated text using Lorem Ipsum which is just filler text (with the exception of Materia) ## 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. 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. \columnbreak ##### 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 | \pagebreakNum ##### 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. ## Crafting This section is under heavy Work-in-progress and is filled with filler text Etiam vulputate ligula nec erat porttitor sodales. Maecenas pellentesque ex orci, a consequat urna dapibus auctor. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Maecenas ac feugiat nunc. Donec consectetur mollis ligula, nec bibendum lacus vestibulum viverra. Aenean vitae diam risus. Vestibulum semper id dui vel efficitur. Ut non congue turpis, vel feugiat odio. Maecenas ultrices viverra tellus id feugiat. Donec at nibh semper, scelerisque dui a, cursus lectus. Quisque tortor justo, ornare ac efficitur sit amet, faucibus quis nulla. Etiam aliquet massa at venenatis imperdiet. Cras augue lorem, mattis sit amet laoreet sit amet, pulvinar non ante. Nunc justo diam, porta quis aliquam tincidunt, facilisis in justo. Duis a laoreet velit. Mauris porttitor, sapien sed bibendum vestibulum, nunc ex congue ligula, non porta arcu eros sit amet nisi. Nunc at lectus ante. Sed a velit nec risus bibendum facilisis quis convallis mi. Sed laoreet dapibus leo, eget pellentesque libero viverra id. Duis sed ipsum nibh. Etiam volutpat rutrum nibh. Quisque lorem metus, consequat et justo a, dapibus auctor libero. ### Disciple of the Hand Praesent congue dignissim quam. Sed a mattis est. Fusce porttitor fringilla consequat. Vestibulum tincidunt, turpis nec porta convallis, justo dui imperdiet nisl, vel pulvinar lacus lectus ac sem. Sed sodales elit a sapien luctus hendrerit. Curabitur ultricies, leo at varius ullamcorper, mauris nisi rutrum eros, sed cursus lacus nulla nec ante. Vivamus vestibulum feugiat condimentum. Nam et erat in orci placerat condimentum sed sed ante. Proin rhoncus finibus eleifend. Aliquam consectetur porta velit, vitae elementum tellus viverra a. Sed sollicitudin dolor ut sapien varius, et tempus ex tempus. Curabitur imperdiet nibh a dolor mollis, in pulvinar tortor dapibus. Ut justo mi, pretium nec mi et, pellentesque semper nisi. Ut pretium sodales sapien, et varius eros placerat non. Quisque feugiat tellus id odio ultrices commodo nec et lorem. #### Leatherworking Praesent interdum fringilla sapien nec facilisis. Quisque imperdiet ipsum id imperdiet porttitor. Nulla pulvinar ante ut diam ultrices aliquam. Interdum et malesuada fames ac ante ipsum primis in faucibus. Proin lobortis fringilla lacus sed rutrum. Curabitur luctus purus eget nulla lobortis, eget lobortis quam ultrices. Donec diam arcu, vulputate vel enim eu, faucibus faucibus ligula. #### Armorer Sed rutrum quis nibh eget luctus. Nullam sit amet eros at ex tristique vestibulum. Curabitur euismod, lectus in ultrices ultrices, dui quam euismod turpis, at tincidunt lacus ligula sit amet eros. Duis vel sapien ornare ex porttitor feugiat eu ac leo. Vivamus in elit non metus gravida sagittis consequat et dolor. Suspendisse diam lectus, feugiat sit amet imperdiet sed, venenatis vitae nisl. Nam pellentesque nunc diam, in sagittis leo viverra non. Sed pulvinar quis dolor semper fringilla. Praesent consectetur, lectus quis viverra mattis, odio augue pretium risus, in aliquet felis leo in libero. \pagebreakNum #### Blacksmithing Cras iaculis eget purus sit amet molestie. Vestibulum tincidunt quis ligula eu condimentum. Maecenas metus ipsum, pharetra quis eros in, gravida pretium tortor. Nulla lacus urna, hendrerit ut rhoncus non, maximus vel tortor. Curabitur malesuada tempus eleifend. Quisque a mi accumsan, tincidunt nunc ac, hendrerit ex. Fusce cursus, magna et aliquam auctor, orci sem pellentesque tellus, eget sagittis nisl orci id massa. Vivamus ac augue a odio egestas faucibus. Duis id maximus velit. Cras a ultricies purus. Phasellus id elit nisl. Nulla facilisi. Sed vel euismod eros, et porttitor ligula. Duis at purus ante. Proin orci ligula, vehicula a lectus id, lobortis maximus nunc. Vivamus sed lacus vitae turpis faucibus venenatis. #### Goldsmithing Quisque laoreet molestie tincidunt. Curabitur iaculis lectus viverra ligula suscipit auctor. Vivamus et diam molestie, interdum nunc et, semper massa. In vel fermentum sapien. Curabitur scelerisque magna id dolor mattis auctor. Vestibulum nec nisl auctor, euismod sem sit amet, mollis eros. Sed hendrerit risus eget dignissim scelerisque. Ut rhoncus felis non elit cursus faucibus. #### Alchemist In consectetur, lacus consectetur malesuada feugiat, ipsum enim pellentesque elit, vel congue mauris nibh ac purus. Cras a odio in neque pulvinar pulvinar vel eget ligula. Nunc nec scelerisque leo, vitae semper dolor. Etiam iaculis, eros in posuere imperdiet, risus mauris congue sem, in aliquet tortor magna quis nunc. Phasellus viverra justo eget sodales ultricies. Nulla vitae sem laoreet, interdum lectus in, commodo urna. #### Culinarian Sed tincidunt ut justo eu accumsan. Phasellus a libero ac sem tempus laoreet. Duis non eros eget tellus tristique scelerisque. Donec semper sem eget commodo sagittis. Fusce orci ante, vestibulum at erat aliquam, mattis pulvinar lacus. In venenatis leo sit amet tortor lobortis maximus. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Morbi ac magna dui. \pagebreakNum #### Weaver Quisque aliquam purus nec consequat suscipit. Pellentesque vitae mauris et odio cursus faucibus. Sed condimentum consectetur hendrerit. Pellentesque posuere diam eu orci lacinia, ut tincidunt justo lacinia. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi vel est vehicula, semper massa ut, mattis est. Morbi sagittis sapien enim, eget finibus purus porttitor fermentum. #### Carpenter Proin sem metus, euismod in molestie id, dictum et nibh. Fusce egestas quam eget nisi ultrices sollicitudin. Quisque porta aliquam diam, imperdiet sagittis turpis mollis ac. Proin eget vehicula risus. Duis maximus nunc vel suscipit luctus. Phasellus a nunc eget leo mollis rutrum sit amet nec lacus. Phasellus ut metus eget arcu laoreet volutpat vel sed ante. Quisque diam odio, viverra in luctus nec, ullamcorper sit amet turpis. Praesent sed magna nunc. Morbi tortor nibh, interdum nec tincidunt at, feugiat et mi. Proin ut dictum ipsum, sit amet finibus leo. Praesent posuere purus at imperdiet ornare. Suspendisse id consectetur risus. ### Disciple of the Land Aenean eget venenatis neque, eu egestas enim. Suspendisse a laoreet leo, sed iaculis augue. Nam luctus eu felis in posuere. Duis fermentum, magna a cursus congue, nunc quam rhoncus mauris, quis rhoncus elit turpis non dui. Mauris porta sed sapien a laoreet. Etiam vitae rhoncus nisi. Maecenas sed rutrum orci. Mauris pretium consequat mauris. Cras vitae porttitor nulla. Praesent ut erat diam. Aenean in massa hendrerit felis rhoncus consequat in vel est. Pellentesque a hendrerit nisi. Nunc finibus dolor sit amet justo ultrices, sed congue dolor dignissim. Cras id magna finibus, porta magna non, vulputate magna. Fusce id lectus posuere, consectetur libero nec, scelerisque ligula. Aenean aliquet posuere facilisis. Morbi aliquet, nunc eu posuere porttitor, nisi nibh interdum est, sed consequat erat orci ut augue. Aliquam facilisis eu leo nec rutrum. In ex eros, pretium aliquam bibendum a, condimentum at nisi. Vestibulum eros ipsum, luctus sit amet vehicula eget, fringilla ut nisi. #### Fishing In eleifend lacus ut maximus vestibulum. Vivamus feugiat elit vitae faucibus molestie. Donec sit amet tincidunt risus, vitae semper risus. Suspendisse ornare justo sed ornare gravida. Suspendisse in lacinia nisl. Donec mattis placerat arcu, sit amet vestibulum lacus ultricies a. Maecenas commodo ipsum sed odio egestas ultricies. In hac habitasse platea dictumst. Fusce vehicula at risus vitae rutrum. #### Mining Duis auctor velit a ipsum gravida accumsan. Nam ornare magna id nisl consequat mattis. Curabitur semper consequat velit, quis gravida elit semper quis. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Sed a bibendum ex, ut aliquam mauris. Integer nec magna quis lacus condimentum eleifend. Duis malesuada tincidunt gravida. Nulla elementum fermentum mi, eget porta risus blandit id. Cras blandit orci ante, et commodo diam ornare sed. \columnbreak #### Botanist Pellentesque egestas ullamcorper tortor, non ullamcorper eros accumsan eget. Donec ut nisi ex. Suspendisse interdum aliquet faucibus. Sed ligula quam, mattis sed rhoncus nec, sagittis ac ante. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Nullam vulputate lobortis felis ac ullamcorper. Suspendisse ut tortor nec odio iaculis interdum. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Class aptent taciti sociosqu ad litora torquent per conubia. ## Items from Crafting This section is under heavy Work-in-progress and is filled with filler text Morbi commodo mi nisl, at eleifend sem tincidunt vitae. Aenean id lacus et massa congue consectetur. Nam id auctor lorem. Sed gravida mattis euismod. Vestibulum id varius arcu. Aenean suscipit volutpat velit, sit amet ultricies arcu porttitor vehicula. Pellentesque laoreet purus risus, sed mollis lectus aliquam et. ### Magical Items Duis lobortis orci sit amet leo venenatis aliquet at vel mi. Nam eget quam ut justo iaculis ultrices in ut massa. Phasellus suscipit purus ligula, quis fringilla magna finibus a. Aliquam mi lectus, consequat nec massa ac, congue tincidunt mauris. Aenean dictum risus quis elit blandit, ac pharetra mi laoreet. Praesent tempor eu nunc a mollis. Vivamus fermentum ex nunc, vitae finibus felis fermentum ac. Sed ac dolor vulputate, congue arcu at, mollis ex. Aliquam erat volutpat. Pellentesque mauris est, auctor convallis suscipit vel, suscipit a leo. ### Magical Gear Morbi blandit rhoncus aliquam. Integer pretium sed arcu sed tristique. Nullam consectetur, tellus nec aliquet mollis, eros leo gravida leo, vel scelerisque ligula dolor ut urna. Mauris et felis erat. Nunc quis ullamcorper leo, ut pellentesque odio. Suspendisse dictum porttitor leo sit amet tempor. Cras faucibus justo ipsum, at suscipit tortor eleifend id ### Primal and Elemental Gear Nulla facilisi. Nullam et nisl in ipsum ultrices fringilla ut a eros. In faucibus tortor sed neque faucibus tristique quis nec tellus. Integer aliquet dolor ut malesuada finibus. Etiam sodales enim nibh, eget efficitur eros faucibus non. Proin non sem gravida, porttitor neque pharetra, efficitur augue. In laoreet sit amet mi vitae interdum. Vestibulum dui dui, placerat id dapibus nec, egestas ut magna. \pagebreakNum ## Downtime Activities Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque viverra lorem quam, sed faucibus mauris vestibulum eu. Nunc iaculis nisl sed lectus dapibus, vel ultrices libero porttitor. Maecenas tempor vestibulum purus, tincidunt facilisis urna aliquam ornare. Praesent commodo dignissim lectus at consequat. Phasellus fringilla leo consectetur interdum blandit. Morbi vel auctor ante. Proin convallis consequat mauris, sit amet lacinia est euismod nec. In hac habitasse platea dictumst. Fusce rutrum blandit ornare. Aenean gravida posuere ultrices. Nunc at pellentesque justo, facilisis facilisis sem. Suspendisse ut enim arcu. Nunc vitae imperdiet felis. Etiam tincidunt ultrices massa. Praesent ac lectus vulputate urna sagittis faucibus. Vivamus sit amet aliquam sapien. Quisque sodales lobortis scelerisque. Ut finibus non lectus vitae lacinia. Quisque cursus consectetur sapien ac auctor. Ut at vehicula risus. Integer non fermentum ligula, nec tristique ex. ### Seasonal Events Etiam in iaculis mi, sit amet fermentum massa. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Nullam sodales dignissim bibendum. Phasellus mattis gravida diam, ut ultricies ex consectetur nec. Cras vehicula cursus sagittis. Sed aliquet iaculis diam eu dictum. Nullam ultrices lobortis risus, vitae semper lectus consequat at. Fusce congue imperdiet orci, at feugiat massa convallis nec. Pellentesque consequat eros ex, eu hendrerit nunc maximus in. Pellentesque gravida porttitor convallis. Integer hendrerit ornare mauris, non luctus nulla. Donec placerat augue a nulla tincidunt, ac tincidunt metus lobortis. Nullam tellus diam, laoreet id pharetra scelerisque, ultrices sit amet orci. Duis id vehicula sem. Praesent non justo accumsan tortor vehicula sollicitudin. Pellentesque mauris arcu, hendrerit eu lobortis sed, tristique at sem. #### Starlight Celebration - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Aliquam suscipit justo eget tortor suscipit ullamcorper. Curabitur gravida, mi vitae pellentesque auctor, arcu risus accumsan dolor, eget aliquam nisl neque id enim. Mauris ac odio quam. Ut et risus quis orci dignissim pulvinar nec sed mi. Etiam blandit erat eget volutpat molestie. In elementum enim dui, in scelerisque diam aliquam eu. Sed vestibulum aliquet urna, eget accumsan eros euismod ac. Maecenas efficitur elit odio, et dapibus massa maximus ut. Donec gravida id sem non dignissim. \columnbreak #### All Saints' Wake - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Duis nunc ligula, mollis quis pretium et, maximus quis libero. Morbi sit amet nibh volutpat, consequat purus eu, tempus mi. Proin sit amet neque quis metus sollicitudin scelerisque. Vivamus quis purus quis metus iaculis auctor. Nullam diam erat, ultrices non magna non, eleifend tincidunt dui. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Nullam nunc massa, venenatis at tempus sit amet, scelerisque in quam. #### The Rising - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Nam placerat tortor et semper auctor. Maecenas commodo ut justo eu pulvinar. Donec vitae varius augue. Donec faucibus dui eu commodo aliquam. Proin eleifend diam vitae ante mattis, volutpat pharetra elit porta. In aliquam est nisl, id auctor libero imperdiet et. Quisque eu arcu ac quam congue iaculis. Aliquam non libero dui. Duis purus lorem, auctor at lacus eget, ultricies sollicitudin nisi. #### Moonfire Faire - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Nulla porttitor leo arcu, consequat fringilla velit tempus egestas. Etiam enim justo, fringilla eu mattis non, molestie et tellus. Proin vel feugiat ligula, eu iaculis odio. Mauris tempor risus quis sapien malesuada pulvinar. Donec mollis lacus non vestibulum volutpat. Cras facilisis ac lorem non dictum. Duis tincidunt ante non mi sagittis, quis placerat dolor feugiat. Suspendisse non tellus et ante dapibus convallis quis at diam. Integer faucibus augue at blandit hendrerit. #### Hatching-Tide - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Curabitur facilisis luctus diam, sit amet convallis elit viverra quis. Morbi scelerisque sem in consectetur pretium. Maecenas nulla tellus, mollis non ullamcorper egestas, tincidunt nec odio. Vestibulum sed sagittis ligula. Nunc bibendum sed sapien ut ultricies. Morbi fringilla orci eget lectus placerat gravida. Aliquam sed lectus velit. Nullam dolor arcu, feugiat in quam at, ornare posuere mi. Pellentesque pellentesque tempus odio imperdiet interdum. Duis quis semper urna. Fusce at dolor in est ornare ullamcorper. Vivamus sit amet metus ac nunc pretium consectetur. Nulla facilisi. Nullam mauris odio, facilisis eu sodales eget, auctor eu massa. \pagebreakNum #### Little Ladies Day - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Maecenas pharetra varius dui, non feugiat leo sodales scelerisque. Nullam dui est, commodo ut rutrum venenatis, gravida pellentesque purus. Quisque id ultrices nibh. Ut feugiat dictum accumsan. Donec fermentum tempor lorem, ut commodo nulla finibus non. Etiam fermentum rutrum vulputate. Etiam rhoncus leo non nisi maximus, vel posuere ligula convallis. Vestibulum tincidunt quam mi, eu tincidunt augue interdum sit amet. Integer gravida, tortor at mattis sodales, nibh nunc pretium libero, nec vehicula quam leo non justo. #### Valentione's Day - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Aenean pellentesque maximus tincidunt. Phasellus vel lacus non purus eleifend suscipit. Etiam finibus orci non libero accumsan vulputate quis auctor neque. Nulla nec commodo purus. Phasellus at molestie ex, at semper risus. Aenean id velit mi. Aliquam aliquet vehicula pulvinar. Morbi posuere sed nisi et tempor. Nunc non velit a enim dapibus consectetur. Vivamus tristique, leo sed lacinia bibendum, nisi arcu ultricies dui, vel iaculis turpis nibh nec lacus. Praesent condimentum sollicitudin ex. Mauris vestibulum diam sed fringilla feugiat. Etiam vitae elit a libero porttitor varius nec vel turpis. Fusce hendrerit, tellus sit amet faucibus imperdiet, felis orci sollicitudin dolor, id elementum urna neque a neque. #### Heavensturn - Month held (plus real world counterpart) - Lore - Location - items and events to take part in ___ Aenean posuere malesuada nibh, vitae ullamcorper libero blandit sed. Nulla ante ligula, porttitor vitae est in, facilisis luctus arcu. Proin semper commodo elit. Aenean ut sollicitudin metus, eu blandit eros. Etiam justo purus, facilisis ut egestas imperdiet, mattis eu quam. Cras vitae elit at turpis commodo tempus. In eleifend leo eget ante efficitur, quis mollis sapien vulputate. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Donec rutrum accumsan elit facilisis ultricies. Nullam consectetur pulvinar tellus, a commodo mauris. ### Chocobo Racing Fusce commodo non lectus a dapibus. Nullam massa massa, facilisis sit amet iaculis a, interdum vitae sapien. Nam at aliquet leo, consectetur tincidunt orci. Pellentesque sed erat dolor. Sed at nisl pharetra dui ultricies vehicula. Curabitur id nunc cursus, volutpat sapien sit amet, ultricies mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Duis cursus sem in lacus lacinia, at porttitor arcu dictum. Etiam aliquam in leo vel vehicula. \columnbreak #### Racing Prizes Vestibulum congue, massa id semper tristique, lectus eros finibus nibh, non pellentesque leo ligula vel odio. Nullam porta leo vitae pulvinar aliquet. Ut molestie sollicitudin arcu, et congue leo ornare sit amet. Nam vitae augue sapien. Sed metus mi, dignissim vitae tempor nec, luctus eget metus. Praesent condimentum lectus a lorem pellentesque laoreet. Donec elementum suscipit neque sit amet tristique. Donec fringilla eros ac sapien vestibulum dapibus. #### Racing Mechanics Praesent quis ex nec erat dapibus dictum. Vivamus mattis rutrum tellus in convallis. Nam ligula risus, pellentesque ut ipsum consectetur, malesuada dignissim elit. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Proin tempus nulla ut mauris dapibus sagittis. Integer in maximus felis. Maecenas molestie quis lorem id mollis. Donec non fermentum lacus. ### The Golden Saucer Proin blandit diam et augue lacinia commodo. Pellentesque hendrerit viverra odio, in porta lectus malesuada et. Aliquam gravida dolor neque, a pharetra metus gravida faucibus. Maecenas rutrum hendrerit erat vel efficitur. Nullam et quam sed nunc maximus molestie. Maecenas gravida nibh tellus, id egestas nunc condimentum nec. Suspendisse venenatis augue eleifend odio elementum rhoncus. Nulla maximus diam sit amet nisl elementum, ut facilisis sapien convallis. Vivamus pretium enim sit amet mi ornare, nec dapibus sapien tempus. #### Doman Mahjong Donec consequat auctor tellus, eu cursus urna interdum a. Donec varius venenatis sodales. Ut ut lorem ligula. Quisque sed sollicitudin purus. In hac habitasse platea dictumst. Cras fringilla sit amet ex sollicitudin facilisis. Suspendisse et finibus lorem, nec lobortis elit. #### Triple Triad Mauris id sagittis erat. Sed dolor justo, sollicitudin a consequat et, egestas interdum ipsum. Sed tempus consectetur rutrum. Donec sit amet cursus odio. Aliquam vehicula dictum ante in fringilla. Nam sed neque iaculis, commodo risus et, dignissim lacus. Nam quis massa ipsum. Donec turpis eros, vehicula non bibendum sit amet, viverra vel velit. #### Gambling Activities Ut congue felis tristique porttitor ullamcorper. Proin tempor purus ac lectus dignissim maximus. Mauris convallis erat ut augue tincidunt, vitae sodales felis blandit. Vivamus feugiat arcu ac velit cursus, ut venenatis quam pharetra. Mauris tellus arcu, commodo eget pulvinar in, fermentum vel augue. Fusce ut neque libero. Vestibulum neque elit, suscipit id ex at, fermentum fringilla ante. \pagebreakNum ##### Cactpot Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Fusce dapibus augue vitae vestibulum laoreet. Aenean euismod mauris vel turpis ultrices luctus. Donec lacinia mauris eget congue mollis. Nunc congue metus nibh, sit amet lobortis metus bibendum et. Duis vehicula vulputate turpis ut aliquam. Mauris sodales velit elit, ac pharetra est elementum sodales. \pagebreakNum # 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. ___ > ## 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**](https://www.dndbeyond.com/spells/blindness-deafness) spell except it affects all within the cone- *Note: they can not cast deafness* **(Basic Rules 219)** **(CON 14 Saving Throw)** \columnbreak ___ > ## 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**](https://www.dndbeyond.com/spells/ice-knife) spell (**EEp157**) (**DC 12 Saving Throw**). > > ***Gaze.*** The Ahriman channels energy through its eyes and casts the [**Hold Person**](https://www.dndbeyond.com/spells/hold-person) spell (**BasicRules 251**) (**DC 14 Saving Throw**).
\pagebreakNum ### 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. >
\pagebreakNum ## 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 \columnbreak
___ > ## 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. \pagebreakNum ## 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
\columnbreak ___ > ## 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
\pagebreakNum
___ ___ > ## 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.
\pagebreakNum ### 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. \columnbreak ___ > ## 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
\pagebreakNum ### 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. \pagebreakNum ### 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. >
\columnbreak ___ > ## 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. \pagebreakNum ___ > ## 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.
\columnbreak ___ > ## 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. \pagebreakNum ___ > ## 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. \pagebreakNum ___ > ## 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. \columnbreak ___ > ## 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 \pagebreakNum ___ > ## 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. \columnbreak ___ > ## 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. \pagebreakNum ## 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). > \pagebreakNum
# 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. \columnbreak ___ > ## 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.
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\pagebreakNum ___ > ## 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. \columnbreak ___ > ## 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.
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\pagebreakNum ___ ___ > ## 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). >
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\pagebreakNum ___ > ## 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. > \pagebreakNum ## 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. \columnbreak ___ > ## 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.
\pagebreakNum ___ > ## 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.
\columnbreak ___ > ## 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. \pagebreakNum ___ > ## 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.
\pagebreakNum ___ ___ > ## 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.
\pagebreakNum # 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.
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\pagebreakNum ___ ___ > ## 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.
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\pagebreakNum - 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.
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\pagebreakNum # 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. \columnbreak \pagebreakNum ## 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 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 automatically fails all 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. > > \columnbreak ___ > ## Magitek Armor, Reaper-class >*Large vehicle (3,000pz), imperial warmachina* > ___ > - **Creature Capacity** 1 Medium Creature > - **Armor Class** 18 (16 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 > ___ > ***Powerful Hind Legs.*** The *Reaper*-class is unaffected by difficult terrain. If it moves at least 30 feet in a straight line, it can clear a distance of up to 15 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. > > ***Prone Deficiency.*** If the *Reaper*-class falls prone, its movement speed is 0 and is unable to right itself. > > ***Authorization.*** A *Reaper*-class identification key is required to access the control systems and drive the vehicle. > ### Actions > ***Stomp.*** Each creature within 10 feet 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 and roars, unleashing a blast of flame. It can innately cast the *Fireball* spell at 5th level without its material components. > > ***Photon Stream.*** For one round, the *Reaper*-class opens its pauldrons and unloads a continuous barrage of bullets in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (6d4) force damage on a failed save, or half as much damage on a successful one, and for each foot of movement in the affected area. > > ### 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, without its material components, and with doubled range and effect radius. The *Reaper*-class then ceases to function and rendered inoperable.
\pagebreakNum ### *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. \columnbreak ___ > ## Magitek Armor, Predator-class >*Large vehicle (2,500pz), imperial warmachina* > ___ > - **Creature Capacity** 1 Medium Creature > - **Armor Class** 17 (15 while motionless) > - **Hit Points** 170 (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 > ___ > ***Prone Deficiency.*** If the *Reaper*-class falls prone, its movement speed is 0 and is unable to right itself. > > ***Authorization.*** A *Predator*-class identification key is required to access the control systems and drive the vehicle. > ### Actions > ***Multiattack.*** The *Predator*-class makes two claw attacks. > > ***Magitek Claw.*** *Melee Weapon Attack:* +8 to hit, reach 15ft,. one target. *Hit:* 20 (3d10 + 3) piercing damage. > > ***Magitek Ray (Recharge 5-6).*** The core of the *Predator*-class shines green, before a beam of pure energy ignites from it. It can innately cast the *Disintegrate* spell without its material components. > > ***Magitek Missile.*** The *Predator*-class launches missiles straight into the air, equal to the number of creatures within 60 feet. At the beginning of its next turn, each creature targeted 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. > > ### 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 *Predator*-class 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, without its material components and with doubled range. The *Predator*-class then ceases to function and rendered inoperable. \pagebreakNum
## *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** |
\pagebreakNum # 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. > ##### 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. \pagebreakNum ___ ___ > ## 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). \pagebreakNum ___ ___ > ##
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).
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.
> > * 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.
\pagebreakNum ___ ___ > ## 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. > \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ > ## 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. \pagebreakNum # Appendix B: Backgrounds and Patrons ## Backgrounds Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions, unique to Final Fantasy XIV. ### Aetherologist - *Authored by* ***It's Naga***. ___ 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, permeating from the tiniest grain of sand to the theorized "Mothercrystal" phenomenon. As such, the life of an aetherologist is a demanding task, one of constant research and diligence, to safeguard the star's delicate ecosystem against that would wish to witness it unravel. - **Skill Proficiencies:** Arcana & Investigation. - **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 200 gil. #### Feature: Preternatural Forensics You know how to further use aetherologists’ tools to read the ambient magicks around you to deduce disturbances. Making an **Intelligence (Investigation)** check with a functioning aetherometer equipped will yield additional information normally imperceivable to you. This may include, if any; who or what may have been present, what events may have occurred, how recently it may have been, and what any consequential effects may be. Due to the ever-changing nature of worldly aether, the information you gleam with the aetherometer is not conclusive proof of a matter. While better than nothing, you know that these findings are, at best, supplementary to physical evidence. #### Variant Feature: Chirurgeon With this variant feature, the granted proficiency of **Investigation** is replaced with **Medicine** instead. You instead use your aetherometer for medicinal purposes, examining the aether within living beings. You are easily able to diagnose aether sickness and other magic-related illnesses, as well as how to treat them. Additionally, you can create remedies for injuries and ailments using crystals as ingredients in place of traditional medicine, if you choose. #### Suggested Characteristics TBC \pagebreakNum ### Adventurers' Guild Veteran - *Authored by* ***It's Naga***. ___ **The Adventurers' Guild** is a supranational organization employing able-bodied people from all walks of life. The guild acts as an intermediary by receiving varied requests for aid from townsfolk, and 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, determining the tavern that is your Adventurers' Guild home branch: #### 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 proprietor 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 sage advice and willingness to assist those troubled by matters of the heart. #### Gridania - The Carline Canopy Your local proprietor is Mother Miounne, a Wildwood woman aged thirty-six. Her establishment 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 make sure to 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:** One of your choice. - **Languages:** One of your choice. - **Tool Proficiencies:** Two of your choice. - **Equipment:** A set of traveler's clothes, stamped leveplates from past levequests, a copy of your signed registration form, a sigil bearing the guild's crest, and a pouch containing 1,000 gil. \columnbreak #### Feature: Guild Kickbacks So 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, they may also be willing to overlook the daily limit on levequests, allowing you and your party members to undertake additional work as a courtesy to veterans. You may see this feature extended to other locations by establishing a friendly relationship with their respective proprietors. #### Suggested Characteristics TBC
\pagebreakNum ### Chocobokeep - *Authored by* ***It's Naga***. ___ Known for their masks modeled after the ever-faithful chocobo, Chocobokeeps can be found at across Eorzea offering use of their Chocobo Porter service. Despite what some, particularly the burgeoning merchants of Ul'dah, may think about the business practices; it's the Chocobokeep's passion of breeding, training, and caring for their feathered friends that takes priority above all. - **Skill Proficiencies:** Animal Handling, Nature. - **Tool Proficiencies:** Vehicles (Land) - **Equipment:** A chocobo mask, a set of yellow work clothes, a head of gysahl greens, a riding saddle, and a pouch containing 1,000 gil. #### Feature: Ex-KWEH-ptional Keeper Your knowledge is as good, if not better, than any Tailfeather hunter, you are easily able to discern whether any chocobo may be nearby. Using your Chocobokeep equipment, and should any yellow chocobo be able to see or hear you, they are easily fooled into approaching you. You have advantage on all checks related to taming, handling, and training yellow chocobo. #### Suggested Characteristics A Chocobokeep is responsible for caring for and providing services related to Chocobos, including management of Chocobo Porter services. Other Chocobokeeps are simply hobbyists, believing the Chocobo 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 slowly lose their passion, becoming 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 newly-hatched chicks is good exercise. | | 4 | TBC | | 5 | TBC | | 6 | TBC | | 7 | TBC | | 8 | TBC | | d6 | Ideal |:---:|:----| | 1 | **Combat.** My job isn't done until I teach every bird here Choco Meteor. (Chaotic)| | 2 | **Nature.** Wild Chocobo are best left alone, only the domesticated birds are our concern. (Neutral)| | 3 | **Care.** I carefully assess every bird's condition and act in its best interests. (Lawful)| | 4 | **Compassion.** Kweh! *Gasp* It looked at me! (Good) | | 5 | **Greed.** If you're interested in a spot of fun, we like to make these things race. (Evil)| | 6 | **Kinship.** Chocobos are our very best friends, we take care of one another. (Good)| | d6 | Bond |:---:|:----| | 1 | TBC | | 2 | TBC | | 3 | TBC | | 4 | TBC | | 5 | TBC | | 6 | TBC | | d6 | Flaw |:---:|:----| | 1 | TBC | | 2 | TBC | | 3 | TBC | | 4 | TBC | | 5 | TBC | | 6 | TBC | \pagebreakNum ### Hearer - *Authored by* ***Vivid_Steel***. *Edited by* ***It's Naga***. ___ You realized at a young age that you were open to the whisperings of the elementals. You've heard everything from their rage to their pleasure as the cycles of nature ebbed and flowed. This gift was recognized by those around you, who nurtured and encouraged it as you grew up in hopes that you would become a leader in Gridanian society. - **Skill Proficiencies:** Insight, Nature. - **Tool Proficiencies:** Herbalism Kit. - **Languages:** Mooglespeak & Padjali. - **Equipment:** A set of purple robes and a matching hat, a trinket representing your connection to nature, a herbalism kit, and a belt pouch containing 1,000 gil. #### Feature: Wood's Will Be Done Wherever you go, you hear the whisperings of the elementals, providing insight on their mood and any current events in the region. Because of the gulf between their perceptions and those of men, they speak the truth but their words are cryptic and couched in figurative language. An elemental speaking of a broken stream, for example, could be mean a corrupted aether current or a contaminated waterway. This gift commands respect from Gridanian authorities, such as the **Wood Wailers** and **Order of the Twin Adder.** These parties will mildly inconvenience themselves to help you so long as you do not abuse your authority or openly harm the environment. They will not risk their lives or break the law to help you. #### Suggested Characteristics TBC \columnbreak ### Holy See Inquisitor - *Authored by* ***It's Naga***. ___ A man must gaze not upon the eyes of a dragon. A man must hearken not the words of a dragon. A man must lay his hands not upon the flesh nor blood of a dragon. A man must not denounce Halone in favor of another god... The doctrine of the Holy See is extensive and absolute, and as an one of its inquisitors, you are a warrior of the Church and act in the best interests of all Ishgardians. Choose an official mandate from below to serve as your current assignment during your adventure. #### Mandate against Blasphemy "**The Bloodbearers** have forsaken the Fury by assuming the forms of hated dragonkind. Such a transformation is possible by partaking of dragon blood, a precious commodity in any right and oddly, the Bloodbearers seem to have a constant supply. Pray investigate the matter, Inquisitor." #### Mandate against Apostasy "**The Disciples of Saint Shiva**, Inquisitor. Shiva was an apostate who lay with dragons, and this Lady Iceheart seduces her followers by skulking about, likely doing the selfsame - but with our kin. Silence this harlot, this insult to history, and any who dare entertain her salacious lies." #### Mandate against Unorthodoxy " **The Faces of Mercy** are a band of assassins, thieves, brigands, mercenaries, and other such wretches said to prowl the mountains. If one were to pay upfront and can do so through a network of contacts, they've a reputation as killers without moral compass. Hunt them down, Inquisitor." #### Mandate against Heathenry "**The Lambs of Dalamud**, a cult that emerged shortly before the Calamity, and taken the lesser moon for their god. The worship of false idols aside, their crimes are most hideous; kidnapping, ritual sacrifice, and even demon summoning. His Holiness himself has mandated their extermination." - **Skill Proficiencies:** Investigation, Religion. - **Tool Proficiencies:** One of your choice. - **Equipment:** A set of fine clothes, your choice of official mandate, a copy of the *Enchiridion*, an insignia of rank, a holy symbol of Halone, 15ft of barbed wire, and a belt pouch containing 1,500 gil. #### Feature: Draconic Doctrine As an inquisitor of the Holy See, you have the authority to arrest criminals and those who, you believe, may be guilty of heresy within the territory of the Holy See. You are expected to have the accused extradited to Ishgard, but in pressing circumstances, you are authorized to pass judgment and even carry out sentencing yourself. If an arrest occurs outside the territory of the Holy See, you are expected to turn the accused over to local authorities unless you possess an official mandate. If you abuse your authority, your superiors may see it stripped from you. Additionally, you are strictly forbidden from learning the Dragonspeak language. \pagebreakNum ### Imperial Operative - *Authored by* ***It's Naga***. ___ For hundreds of winters the network of spies and informants of the Frumentarium vigilantly worked to discern any and all potential threats to the once-burgeoning Republic of Garlemald. From roving bands of nomads to opportunistic neighbors, none escaped their watchful eyes. With the formation of the Garlean Empire, the Frumentarium has adjusted its tactics, its members now venturing further into the Three Great Continents for Emperor Galvus' grand unification of the realm. The ignorant savages of Eorzea and Othard best beware, for even the walls have ears. - **Skill Proficiencies:** Deception, and choose one from Investigation, Perception, or Stealth. - **Tool Proficiencies:** Disguise Kit or Forgery Kit, & Vehicles, Magitek (Land). - **Languages:** Garlean, and one local language of your choice. - **Equipment:** A set of commoners’ clothes or fine clothes, a disguise kit or forgery kit, a dagger or pistol, a magitek transceiver, and a pouch containing 1,000 gil. #### Feature: Frumentarius You are assigned the imperial rank of *eir*, which is officially recognized within the territory of the Garlean Empire. You may contact the Frumentarium via your magitek transceiver to communicate with a Primus Frumentarius, a superior whom holds the rank of *goe*. You may request any available information on a subject of your choosing such people, places, or objects, but will take 1d4 days to be delivered to you and is subject to availability. You are also expected to provide regular intelligence to the Frumentarium both independently and in response to direct requests. #### Variant Feature: Defector With this variant feature, the granted proficiency of **Deception** is replaced with **Survival** instead. You also gain proficiency with one gaming set of your choice. You have become disillusioned with the Garlean Empire and have used your mission abroad as an opportunity to defect. With your extensive knowledge of imperial protocols you can easily make informed assessments about any of their forces that you may encounter, even with little information. Such assessments may include which legion you've encountered, the strength of their numbers, their potential objectives, and the layout of their fortifications. #### Suggested Characteristics TBC \pagebreakNum ### Magitek Engineer - *Authored by* ***It's Naga***. ___ Established immediately after Solus Galvus was raised to dictator, the Magitek Academy serves as both a research facility and a school for engineers. The Academy admits only handful of the outstanding applicants from all corners of the Empire. Even then, only a few of those will successfully complete their six-year course of study. These strong-willed and brilliant graduates are given a choice: to continue on as researchers, or to join the army as magitek technicians. - **Skill Proficiencies:** Investigation. - **Tool Proficiencies:** Engineers’ Kit & Vehicles - Magitek (Land). - **Languages:** Garlean. - **Equipment:** A set of common clothes, an imperial uniform, an engineers’ kit, an item depending on your chosen feature, a pair of welding gloves and goggles, a small canister of ceruleum, and a belt pouch containing 500 gil. #### Feature: Technician You are assigned the imperial rank of *jen*, which is officially recognized within the territory of the Garlean Empire. You have chosen the path of the technician, your studies at the Magitek Academy focusing on the many intricacies of imperial warmachina. You may add your proficiency bonus to any Strength, Dexterity, or Constitution saving throw to the Repair DC of **Vehicles - Magitek (All)** mishaps. This feature grants you possession of a magitek armor identification key, with your choice between *Reaper*-class or *Predator*-class. #### Variant Feature: Researcher You are assigned the imperial rank of *kir*, which is officially recognized within the territory of the Garlean Empire. You have chosen the path of the researcher, your studies at the Magitek Academy focusing on reverse-engineering the technologies of Ancient Allag. Your proficiency bonus is considered doubled when attempting an **Intelligence (Investigation)** check to decipher and transcribe the contents of Allagan tomestones. This features grants you possession of a magitek transceiver in order to report your findings back to the Magitek Academy. At your DM's determination, the academy may choose to reward your efforts, depending on the usefulness of the knowledge you have transcribed. #### Variant Feature: Liberated Inventor You have chosen to apply your knowledge of magitek to the people of Eorzea and the greater world. During a long rest, you may take adventuring gear, whose value does not exceed 10,000 gil such as a signal whistle or hourglass, and attempt to convert them into magitek with an **Intelligence** check and use of your engineers' kit. The DC and time required is at your DM's determination, and its value cannot exceed more than double of its original worth. This feature grants you possession of a *Mark XIV Thermocoil Boilmaster* (see appendix C). \columnbreak #### Suggested Characteristics TBC \pagebreakNum ### Revolutionary - *Authored by ***RamblaRahl*** &* ***It's Naga***. ___ The tales of uprisings are many and though malms apart, these suppressed souls find kinship, having once put it all on the line for the chance of freedom, though many are content to now keep their heads low. Others just grit their teeth, patiently awaiting that spark of hope that will finally break their oppresors' chains. Yet there are some few that are whispered of, who soldier ever on and brave the storm of blood. These few are Revolutionaries, and they need not walk alone. Choose a tale below that inspires you, or one that you have been involved in: #### Tales of Resistance Of the loyal blades, who mustered a resistance during the initial occupation, only for their homes and those they had sworn to protect, tragically perish. This is a tale of **Bozja,** for those who despite insurmountable odds, stand and fight on for those who remain, and for those they can yet save. #### Tales of Revolution Of the wayward brothers, who led a revolt against their tyrant in a bloody civil war, only for a greater force to seize their victory by conquering their weakened state. This is a tale of **Ala Mhigo,** for those rugged folk whose hearts burn bright with Rhalgr’s imperishable flame. #### Tales of Renegades Of the branded heretics, resolute individuals ostracized from their homeland for seeking an end to the millennia-long war, in defiance of their faith. This is a tale of **Ishgard,** for those who shake the firmament and fight for truth and all, even for those who would cast them as enemies. #### Tales of Rebellion Of the nation far to the east, who leapt at a chance opportunity to set their people free, only to underestimate their oppressors and be swiftly crushed. This is a tale of **Doma,** for those who would emerge from the shadows to stand by their neighbors. \columnbreak - **Skill Proficiencies:** Persuasion, and choose one from: Athletics, Deception, Insight, Medicine, Sleight of Hand, or Survival. - **Language:** The language of your oppressors. - **Tool Proficiencies:** Disguise Kit, and one artisan tool or musical instrument of your choice. - **Equipment:** A set of travelers’ clothes, a hooded cloak, an item or mark that represents your nation or organization, one set of tools you are proficient in, and a pouch containing 500 gil. #### Feature: The Measure of Your Reach You are adept in using rhetoric to stir the hearts of your fellow people. From bare facts to utter exaggerations, you know how to work your audience and reshape their perceptions. Throughout your travels you may encounter those sympathetic to your cause, who may offer you aid in the form of provisions, shelter, information, or currency. Some may risk their lives to help you, but most will not. #### Variant Feature: A Haven for the Bold With this variant feature, the granted proficiency of **Persuasion** is replaced with **Stealth** instead. You prefer to fight your cause indirectly, avoiding open conflict wherever possible. From clever subversion to guerilla warfare, you prefer to cripple a regime whilst appearing innocent. You are aware of the locations of safe houses and sanctuaries used by your nation or organization, and learn of any new ones rather quickly. #### Suggested Characteristics TBC
\pagebreakNum ### Reporter - *Authored by* ***It's Naga***. ___ Lettered residents of Eorzea’s major city-states turn to printed publications to stay abreast of the latest rumors and affairs of the realm. You, however, have decided to take this a step further - why only report the news when you can venture out into the world and make it yourself? #### Limsa Lominsa - The Harbor Herald The foremost paper in Limsa Lominsa, reporting on matters of pertinence and currency to seafarers. From the haughty bluster of pirates to far-reaching developments in foreign diplomacy, The Harbor Herald never fails to put into port with the day's haul of fresh tidings. Based in the hub of trade upon the five seas, no other paper can claim the same wealth of knowledge in international affairs. #### Ul’dah - The Mythril Eye The premier paper in the commercial hub of Ul'dah, The Mythril Eye employs expert teams of financial correspondents and economists who gather and analyze information on the latest market trends. Ever-laden with trade forecasts, it commands a dedicated readership among Ul'dahns and any else with aspirations for profit. Of especial interest to the paper are incidents of potential impact upon the Eorzean economy. #### Gridania - The Raven Gridania's leading tabloid, The Raven prides itself on its fleet-footed troupe of correspondents who travel far and wide to cover news as it happens. Driven by a tenet of timely tidings, it issues extra editions with uncommon regularity. Known to pull no punches in its reporting, The Raven has earned a reputation for delivering all angles of the story to readers. - **Skill Proficiencies:** Investigation, and your choice of Insight or Persuasion. - **Tool Proficiencies:** Calligraphers’ Tools, and one gaming set of your choice. - **Languages:** A common language in your city-state. - **Equipment:** A set of travellers' clothes, a case containing copies of your business card, an ink and quill set, several sheets of parchment, a feathered hat, and a belt pouch containing 500 gil. #### Feature: Freelance Newshound You know your city-state like the back of your hand, so when rumors begin to stir that could lead to a promising story, or perhaps adventure, you know exactly who to see for further information or comment. During long rests, you may regale the details of your investigations, or adventures, as articles for publishing in your local paper. Should they be accepted by your superiors, you will receive payment and accreditation with the amount at your DM’s determination. #### Suggested Characteristics: TBC \pagebreakNum ### Resonant Experiment - *Authored by* ***It's Naga***. ___ For many years, the Garlean scientist Aulus mal Asina sought to overcome his peoples’ inherent inability to wield aether. The Resonatium was constructed in the mountains of Ala Mhigo and after capturing Krile Baldesion, mal Asina succeeded in templating her Echo and implanting it into new test subjects. Whether you are an imperial sympathizer who volunteered for this dangerous procedure or confined within a magitek pod, drifting in and out of consciousness until brought to the operating table; there is no denying your newfound gifts. Your blessing may have come from a Garlean madman, but whether that matters is up to you. - **Skill Proficiencies:** Choose two from Acrobatics, Athletics, & Intimidation. - **Language:** Garlean. - **Equipment:** A set of prisoners' clothes, and a set of identification tags labelled *'Number [your choice]'*. #### Feature: The Power to Transcend You have been blessed not by eikons, but by merit of imperial ingenuity. With your soul having transcended its mortal confines, you have become **Resonant**. You gain one level of **The Echo** with two bonus **Foretelling Dice**, and use of the *Eye of Resonance* cantrip. Unfortunately, the procedure was imperfect and you are extremely sensitive to aether. Whenever you are subject to a spell that would deal damage to you, make a Constitution or Wisdom saving throw to resist becoming stunned, in addition to any other effects. The DC equals 10 or half the damage you take, whichever number is higher. On a failed save, you suffer a debilitating reaction and are stunned for 1d4 turns. #### Suggested Characteristics TBC \columnbreak ### Studium Graduate - *Authored by* ***It's Naga***. ___ Sharlayan, the Old World, is a city-state located far to the northwest on an archipelago across the Bloodbrine Sea. A nation that prizes knowledge, learning, history, magic, and science, Sharlayan has been the world’s frontrunners in all fields of study. After many years of study, you are one of the Studium's many alumni, ready to venture across the seas and apply your knowledge for the betterment of all, or perhaps, to serve your own agenda. Choose one from the table below: | d4 | Major| Published Work |:---:|:---:|:----| | 1 | **Arcana** | A copy of *Essences & Permutations - A Treatise of the Six Elements* | 2 | **History** | A copy of *The Five Ages - A Chronology of Eorzea* | 3 | **Nature** | A copy of *On the Culinary Applications of Coblyns* | 4 | **Religion** | A copy of *The Boy and the Dragon Gay - A Literary Analysis* - **Skill Proficiencies:** One based on your choice above. - **Language:** One of your choice. - **Tool Proficiencies:** Calligraphers' Tools and one musical instrument of your choice. - **Equipment:** A set of fine clothes, several personal tomes that contain your accumulated knowledge, a published work based on your chosen proficiency, an ink and quill set, and a belt pouch containing 500 gil. #### Feature: Student of Baldesion You bear the **Mark of the Sages,** an ornate tattoo signifying that your knowledge in your chosen major as noteworthy by the Sharlayan scientific community. Others who recognize the mark will know you as an accomplished scholar. Whenever you make an **Intelligence** check with a skill that matches your chosen major, your proficiency bonus is doubled. Additionally, you may add 1d6 to the roll result by spending at least 1 minute referring to the writings within your personal tomes. #### Suggested Characteristics TBC \pagebreakNum ### Sundered - *Authored by* ***It's Naga***. ___ Throughout your life, you’d occasionally dream about an impossible city of such brilliance and majesty, the likes of which the world has never seen. You would walk its streets and gaze up in awe at meticulous architecture so tall that it touched the sky. But the recurring dreams oft transition into terrible nightmares as the city suddenly burns, besieged by monsters wrought by fear itself. High above the chaos, you bear witness to a dark crystal looming ominously into view. Three words linger on your conscience; *Learn. Look. Remember.* - **Skill Proficiencies:** History. - **Language:** One of your choice. - **Tool Proficiencies:** One set of artisans' tools of your choice. - **Equipment:** An ornate black mask of unknown origin, a set of common clothes, and a belt pouch containing 500 gil. #### Feature: Echoed Memories Whenever you make an **Intelligence (History)** check, your DM may determine that you recall the information or event from a perspective as if you were there to witness it, though you do not know why or how this is possible. A character with this feature also gains an additional flaw - a lingering grievance throughout life, as though they've lost something dear to them, but cannot recall what. Should you acquire **The Echo** feat, you will also gain the **Without Shadow** variant feature below. #### Variant Feature: Without Shadow **The Echo** has awakened something buried deep within your soul. You remember the eternal city in your dreams and the person you once used to be, but little else. As if pieces of you are missing, or in other words - sundered. In the event of your death, you instead take on an incorporeal form as a wandering shade. In this form, you are but an eternal witness to the world around you - you cannot be perceived in any way, nor may you interact with anything or anyone. You may return to corporeal form by possessing the bodies of the deceased, regenerating the corpse of all decay and assuming a new identity. You retain your memories, skills, proficiencies, feats, and spells - however this act takes a considerable toll on you. One class level of your choice and all accumulated experience are lost, and your racial traits may change. Additionally, you will find you no longer cast a natural shadow. #### Suggested Characteristics TBC
\pagebreakNum # Warlock Patrons ## Patron: Moogle Lord - Credit to ***ElenoreFanGirl*** A Moogle King or Queen has taken an interest in you and wants to be your patron. The reasons why a Moogle Lord would be a patron vary from boredom, mischief, or an actual desire to have a non Moogle champion. Though most scholars wonder what lore or secrets what a Moogle would hold. ### Expanded Spell list * **1st Level** *Faerie Fire, Goodberry* * **2nd Level** *Invisibility, Misty Step* * **3rd Level** *Fly, Nondetection* * **4th Level** *Greater Invisibility, Hallucinatory Terrain* * **5th Level** *Creation, Mislead* ## Pact of the Tome: *Your Book of Shadow has a Moogle motif and every time you open or close it the word **"Kupo"** is uttered.* ## Pact of the Blade: *Your blade has a Moogle motif and every time you draw or sheathe the blade the word **"Kupo"** is uttered.* ## Pact of the Chain: *You have an actual Moogle as a "familiar". Depending on the Moogle's mood you may have to either/or bribe, cajole, or otherwise coerce them to do anything.*
\pagebreakNum ## Patron: 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.
\pagebreakNum # 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. \columnbreak #### 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 | \pagebreakNum #### 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. \pagebreakNum ## 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. #### Magitek 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. #### Magitek Armor Identification Key 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. \pagebreakNum ## 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 - Mundane (air, land, or water)|*|* |Vehicles - Magitek (land or air)|*|* ***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. \pagebreakNum ## Mounts and Vehicles \pagebreakNum # Appendix D: Weapons and Armor #### Cloth Armor - Credit to ***ElenoreFanGirl*** These robes/outfits were made using sewing techniques and chemical treatments. These are treated as non-magical unless otherwise noted. ___ **Adventuring robe/outfit (typical Eorzean)** AC 11 **Adventuring robe/outfit (high-end Eorzean/Ishgardian/Doman)** AC 12
**Adventuring robe/outfit (Garlean Magitek)** AC 13 **Adventuring robe/outfit (Allag Magitek)** AC 14 ___ #### Elementally Aspected Weapons *Weapon, rare (requires attunement)* - **credit to Vivid_Steel** This weapon is coursing with aether aligned with one of the six elements. Such weapons are often forged in battles against primals and are not easily manufactured and even less easily given up. If it is an appropriate weapon for the class, it can be used as a spellcasting focus. You can use a bonus action to cause this weapon to seethe with elementally aspected aether, shedding 10 fulms of bright light and 10 more fulms of dim light. The damage from the weapon becomes magical for the purposes of overcoming damage resistance. While the weapon is seething with aether, it deals an extra 2d6 of force damage. Any spell cast that is of the same element as the weapon and uses it as a spellcasting focus deals an extra 2d6 of the corresponding type of damage. These effects end when you use a bonus action to stop them. | Element | Title | |:------:|:-------| | Lightning | Thunder . . . | | Fire | Hellfire . . . | | Earth | . . . of Crags | | Ice | Hailstorm . . . | | Water | Torrent . . . | | Air | Slipstream . . . | \pagebreakNum # Appendix E: Custom Spells, Races, and Feats ## Spell Descriptions The spells are presented in alphabetical order. #### Aero *2nd-level evocation* **Casting Time:** 1 action **Range:** 100 feet **Components:** V, S **Duration:** Instantaneous You send a small ball of aetherlcaly charged air at a creature or object. The air buffets the target with great force. Make a ranged spell attack against the target. On a hit, the target takes 2d6 slashing damage and it takes an additional 1d4 slashing damage at the start of its turn for the next three rounds. **At Higher Levels:** When you cast this spell at spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 2nd. Credit to ***ElenoreFanGirl*** #### Eye of Resonance *Resonant Experiment cantrip* **Casting Time:** 1 bonus action **Range:** 30 feet **Innate:** 1/short rest **Duration:** 1 round With a twisted expression on your face, your right eye flashes an ominous red light. Each creature within range and who can see you must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. You yet suffer the adverse effects of experimentation, with pain closing your Eye momentarily. If you suffer any damage before the start of your next turn, the effect ends and all creatures instead roll with advantage on attack rolls made against you. Credit to ***It's Naga*** #### Protect (mage armor variant for White Mage) *1st-level adjuration* **Casting time:** 1 action **Range:** Touch **Components:** V, S, M (a piece of crystal or small stone) **Duration:** 8 hours Touching a creature wearing no armor outside of cloth armor and a hexagonal protective magical force surrounds them until the spell ends. The target's AC is 15 plus its Dexterity modifier. The spell ends when target dons non-cloth armor or if dismiss it as an action. Credit to ***ElenoreFanGirl*** \columnbreak #### Stone *White Mage cantrip* **Casting Time:** 1 action **Range:** 120 feet **Components:** V, S **Duration:** Instantaneous You send a hunk of stone at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. This spell increases damage by 1d8 when you reach 5th level (2d8), 10th level (3d8), and 15th level (4d8). Credit to ***ElenoreFanGirl*** \pagebreakNum ## Custom Races ___ ### Half Elezen Took out Fey Ancestry and replaced it with Superb Hearing ***ElenoreFanGirl*** \pagebreakNum ## 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. #### **Elemental Swap (feat)** - Credit to ElenoreFanGirl ___ With the appropriate elemental shard, crystal, or cluster you can change the element type of a spell you are casting. The crystal cost is as follows; 0-3rd Level Spells 1 shard 4th-7th Level Spells 1 crystal 8th-9th Level Spells 1 cluster ## If you cast a spell at a higher spell slot than the original spell you must pay that tier's cost. ## *Example: Rukako is about to cast Fireball but she doesn't want to destroy the room and any loot in the process, so she takes an air shard and casts the spell. The shard is consumed and the element is changed from fire to air. The Airball does thunder damage instead of fire damage.* ## *Later Rukako and her party run a large group of skeletons. Once again Rukako casts Fireball but she wants to use a 5th level spell slot so she uses an Earth crystal. The fire changed to Earth as the crystal is consumed and the Earthball shatters in the middle of the group hitting the skeletons with bludgeoning damage.* ##