Final Fantasy Monster Compendium

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The

Monster Compendium

A collection of monsters and encounter ideas, inspired by the seminal JRPG, for the world’s greatest roleplaying game

Table of Contents PART ONE: CLASH ON THE BIG BRIDGE ……….….............................……………..………………… 2 GILGAMESH………………….............................……..………………… 3 PART TWO: BESTIARY.............................................................................................................................5 ADAMANTOISE...........................................................................................5 BEHEMOTH.................................................................................................6 BOMBS........................................................................................................7 CACTUARS..................................................................................................8 CHOCOBOS..................................................................................................9 DEATHGAZE..............................................................................................10 MALBORO.................................................................................................11 TONBERRIES..............................................................................................12 ULTROS.....................................................................................................14

Part One: Clash on the Big Bridge ENOUGH EXPOSITORY BANTER! Now, we fight like men! And ladies! And ladies who dress like men! For Gilgamesh... IT IS MORPHING TIME! — Gilgamesh, Final Fantasy V The evil prince's plan to usurp the kingdom from his brother is almost complete. The insane Cult of Orcus is mere days away from completing the summoning ritual. A power-hungry wizard is about to realise his dream of lichdom. Either way, the adventuring party needs to be stopped, or at least delayed. Enter the Master Swordsman.

Gilgamesh Legendary fighter Gilgamesh is a force to be reckoned with. A loner, Gilgamesh has spent his life training to be the best at close-quarter combat, and has a streak of victories behind him. He works as a mercenary, fighting for whomever can pay his high fees. He currently stands at the end of the Big Bridge, waiting to take on the PCs. But first, he has laid out a gauntlet, for the party to prove their strength to him.

Stubborn Fool From a roleplaying point of view, Gilgamesh has been known to be easily riled up. Despite the legends of his calm demeanor, even when slicing his way through armies, Gilgamesh has a short temper for those who talk back to him. His strategies will sometimes be forgotten in lieu of a tactic devoted solely to attacking the last person who insulted him.

Respect the Dead Gilgamesh respects those who put up a good fight, and will bury and honor their bodies properly when the battle is over. As a trophy, he collects their most powerful weapon and adds it to his arsenal of battle stances.

Multi-Faceted Fighter Though he is known as a swordsman, Gilgamesh battles using a multitude of weapons, each of which comes with its own stance. Every stance has different features, and Gilgamesh switches between them to better counter his opponents. Feel free to create your own stances with new weapons he might have picked up.

It’s Morphing Time Known in the Final Fantasy series for his ability to grow extra limbs, Gilgamesh in this document lacks this ability. If you wish to still give him this ability, increase his AC by 2 and he gains resistance to all bludgeoning, piercing and slashing damage, both magical and not. Increase his size by one category as well.

The Big Bridge The titular Big Bridge spans a long body of water, and is 200 feet long and thirty feet wide. It is made of stone, normally stands 100 feet up, and is strong enough to withstand the onslaught of monsters that run its length. For the first half, gargoyles are placed every twenty feet in small alcoves on either side of the bridge, which come to life when a creature comes within fifteen feet of it. Fifty feet from the beginning, three berserkers and a priest wait to launch attacks. At the halfway point, a manticore and its trainer, a veteran stand, unwilling to let the party pass. Further up, 150 feet from the start, two trolls stand ready to attack. They have an owlbear with them, also primed to strike. Gilgamesh stands thirty feet away from the end of the Bridge. He sees the party coming a mile away and, having seen their fighting style, readies the appropriate stance.

Changing the Difficulty The Big Bridge prioritises the number of monsters over difficulty. The aim here is for a party of well-rested individuals of tenth level to use a few, but not all, of their resources. If the fights are too easy, consider switching a couple of the gargoyles to vrocks, the manticore to a chimera or adding a couple of circling wyverns. If the party ends the Bridge having spent very few of their resources, consider adding Gilgamesh's long-term companion Enkidu to fight by his side. Use the statistics for a horn devil, but change its type to fiend (demon).

ACTIONS

GILGAMESH (KATANA STANCE)

Multiattack. Gilgamesh attacks three times with his katana

Large giant, lawful evil Katana. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 6) slashing damage.

Armor Class 16 Hit Points 270 (18d12 +54) Speed 40ft. STR 22 (+6)

DEX 18 (+4)

Flame Strike (recharge 5-6). Gilgamesh casts Flame Strike at 7th level, DC17. CON 17 (+3)

INT 13 (+1)

WIS 15 (+2)

CHA 14 (+2)

Saving Throws Str +11, Dex +9, Con +8, Wis +7 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities Condition Immunities charmed, restrained Skills Athletics +10, Arcana +6, History +6 Senses Passive perception 12 Languages Common, Giant Brave. Gilgamesh has advantage on saving throws against being frightened. Brute. Gilgamesh deals one extra die of its damage when he hits with a melee attack (included in the attack)

REACTIONS Swift Retaliation. Gilgamesh attacks twice against creatures moving away from him.

BONUS ACTIONS With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a weapon as a bonus action. Using this causes him to switch stances

LEGENDARY ACTIONS Gilgamesh 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. Gilgamesh regains spent legendary actions at the start of his turn. Attack: Gilgamesh attacks once with his katana.

Magic Katana. Gilgamesh’s attacks are considered magical.

Stance Switch: Gilgamesh can sheathe and draw another weapon.

Many-Armed. Gilgamesh can take two reactions per round.

ACTIONS

GILGAMESH (NODACHI STANCE)

Multiattack. Gilgamesh attacks twice with his Nodachi.

Large giant, lawful evil Nodachi. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d10 + 6) slashing damage and 11 (2d10) acid damage.

Armor Class 16 Hit Points 270 (18d12 +54) Speed 40ft. STR 22 (+6)

DEX 18 (+4)

CON 17 (+3)

INT 13 (+1)

WIS 15 (+2)

CHA 14 (+2)

Saving Throws Str +11, Dex +9, Con +8, Wis +7 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities Condition Immunities charmed, restrained Skills Athletics +10, Arcana +6, History +6 Senses Passive perception 12 Languages Common, Giant Brave. Gilgamesh has advantage on saving throws against being frightened.

Globe of Invulnerability. (recharge 5-6). Gilgamesh moves his sword in a circle in front of him, and casts Globe of Invulnerability.

REACTIONS Disarming Parry. Gilgamesh adds 5 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon. He rolls a contested Athletics check against the attacker. If he wins the attacker is disarmed.

BONUS ACTIONS With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a weapon as a bonus action. Using this causes him to switch stances

LEGENDARY ACTIONS

Magic Nodachi. Gilgamesh’s attacks are considered magical.

Gilgamesh 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. Gilgamesh regains spent legendary actions at the start of his turn.

Many-Armed. Gilgamesh can take two reactions per round.

Attack. Gilgamesh attacks once with his nodachi.

Brute. Gilgamesh deals one extra die of its damage when he hits with a melee attack (included in the attack)

Stance Switch. Gilgamesh can sheathe and draw another weapon.

ACTIONS

GILGAMESH (WAR FAN STANCE)

Multiattack. Gilgamesh attacks four times with his war fans.

Large giant, lawful evil War Fans. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 4) slashing damage and 4(1d8) acid damage.

Armor Class 18 Hit Points 270 (18d12 +54) Speed 40ft. STR 22 (+6)

DEX 18 (+4)

Whirlwind (recharge 5-6). Gilgamesh casts whirlwind, DC17. CON 17 (+3)

INT 13 (+1)

WIS 15 (+2)

CHA 14 (+2)

Saving Throws Str +11, Dex +9, Con +8, Wis +7 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities Condition Immunities charmed, restrained Skills Athletics +10, Arcana +6, History +6 Senses Passive perception 12 Languages Common, Giant

REACTIONS Shield. Gilgamesh can use his reaction to parry a physical attack, gaining 5 to his AC until the start of his next turn. Additionally, he is immune to damage from magic missile.

BONUS ACTIONS With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a weapon as a bonus action. Using this causes him to switch stances

Brave. Gilgamesh has advantage on saving throws against being frightened.

LEGENDARY ACTIONS

Brute. Gilgamesh deals one extra die of its damage when he hits with a melee attack (included in the attack)

Gilgamesh 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. Gilgamesh regains spent legendary actions at the start of his turn.

Magical Fan. Gilgamesh’s attacks are considered magical.

Attack. Gilgamesh attacks with two war fans.

Many-Armed. Gilgamesh can take two reactions per round.

Stance Switch. Gilgamesh can sheathe and draw another weapon.

GILGAMESH (WHIP-DAGGER STANCE) Large giant, Neutral evil

Blade Whorl (recharge 5-6). Gilgamesh whips his kusarigama around, creating two whirlpools of spinning blades at points he can see. The pools are 5 feet in radius, considered difficult terrain and any creature that steps into, starts its turn inside, or ends its turn within 5 feet, takes 2d10 slashing damage.

Armor Class 16 Hit Points 270 (18d12 +54) Speed 40ft. STR 22 (+6)

DEX 18 (+4)

Whip-daggers. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 4) slashing damage.

CON 17 (+3)

INT 13 (+1)

WIS 15 (+2)

CHA 14 (+2)

Saving Throws Str +11, Dex +9, Con +8, Wis +7 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities Condition Immunities charmed, restrained Skills Athletics +10, Arcana +6, History +6 Senses Passive perception 12 Languages Common, Giant

REACTIONS Kusarigama: When Gilgamesh sees a creature move at least 5ft in any direction, he can use his reaction to make an attack with his kusarigama (+9 to hit, reach 30ft). On a hit, the creature is knocked prone, takes 1d6 bludgeoning damage, and is restrained until the start of their next turn.

BONUS ACTIONS With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a weapon as a bonus action. Using this causes him to switch stances

Brave. Gilgamesh has advantage on saving throws against being frightened. Brute. Gilgamesh deals one extra die of its damage when he hits with a melee attack (included in the attack). Magic Whip-daggers. Gilgamesh’s attacks are considered magical. Many-Armed. Gilgamesh can take two reactions per round.

ACTIONS Multiattack. Gilgamesh attacks five times with his Whip-daggers

LEGENDARY ACTIONS Gilgamesh 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. Gilgamesh regains spent legendary actions at the start of his turn. Attack. Gilgamesh attacks twice with his whip-daggers. Stance Switch. Gilgamesh can sheathe and draw another weapon.

Part Two: Bestiary Adamantoise At first, it looks like nothing but a rocky hill, consisting of outcrops, moss and weeds. Come closer, though, and you begin to see signs that this might be more than a mountain. The adamantoise - an enormous amphibian thousands of years old - stands over 150 feet tall at its highest peak and 150 feet long from head to tail. However, it currently sleeps as it digests its last meal, consumed over fifty years ago.

Imbued with Magic

Gentle Giant The adamantoise is not a naturally violent creature. Even when it wakes its only tendencies are to search for forests to devour. It fights back only in self-defense, as any creature that can bypass its incredible immunities must constitute a considerable threat to it.

Despite its nonviolent tendencies, the adamantoise has been known to terraform lands it cannot feed from. Using its innate magic it can flood or destroy any ground beneath its feet if it is displeased with it. Because of this, the adamantoise is feared by farmers and agriculturalists who turn woodlands into pastures.

ACTIONS

ADAMANTOISE Gargantuan monstrosity, unaligned

Multiattack. The adamantoise attacks 3 times: twice with its stomp, and once with its bite.

Armor Class 26 (natural armor) Hit Points 676 (33d20 + 330) Speed 10ft., burrow 10ft

Stomp. Melee Weapon Attack: +16 to hit, reach 15 ft., up to two targets stood in a 5-foot radius. Hit: 51 (8d10 + 7) bludgeoning damage. Creatures targeted by one stomp attack cannot be targeted by a second during the same turn.

STR 24 (+7)

DEX 0 (-5)

CON 30 (+10)

INT 10 (0)

WIS 20 (+5)

CHA 12 (+1)

Saving Throws Int +9, Cha +10, Wis+23 Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened, paralyzed, poisoned Senses tremorsense 120ft., passive Perception 15 Challenge 30 (155000 XP)

Adamantine Shell. Critical hits against the adamantoise are treated like normal hits. Amphibian. The adamantoise breathes both air and water. Legendary Resistance (3/ day). If the adamantoise fails a saving throw, it can choose to succeed instead. Spell Absorption. Any time the adamantoise is the sole target of a spell of 5 th level or lower, or is the only creature affected by such a spell’s area of effect, it can use its reaction to absorb the spell. At the start of its next turn, it can release the spell, using the same parameters as if cast by the originator. Innate Spellcasting. The adamantoise's innate spellcasting ability is Wisdom (spell save DC 22). The adamantoise can innately cast the following spells, requiring no material components: At will: protection from evil and good (self only), sanctuary 3/day: earthquake, tsunami 1/ day: foresight (self only)

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 59 (8d10 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the adamantoise can't bite another target. Swallow. The adamantoise makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the adamantoise, and it takes 56 (16d6) acid damage at the start of each of the adamantoise's turns. If the adamantoise takes 60 damage or more on a single turn from a creature inside it, the adamantoise must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the adamantoise. If the adamantoise dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

LEGENDARY ACTIONS The adamantoise 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 adamantoise regains spent legendary actions at the start of its turn. Stomp Attack. The adamantoise makes a stomp attack Spellcasting. The adamantoise casts one of its at will spells.

Having faced countless threats, the adventuring party draws closer and closer to their final destination. Navigating the labyrinthine paths of a great palace, nothing stands in their way, except for one enormous, purple monster that boasts both natural strength and powerful magic...

Excellent Guardians Behemoths, lone creatures originating from distant mountainscapes, have evolved to be apex predators who use their superior intellects to ambush prey. Because of this, many powerful people seek to use the creature as a guardian to their most secret rooms.

Behemoth Shows of Power Being as strong as they are, behemoths do not bow quickly to those who attempt to control them. A significant proof of strength must be made in order for a behemoth to show respect. An entity who has managed to capture even one of these powerful monsters is undoubtedly a major threat.

Solitary Behemoths tend to avoid packs, due to their aggressive nature. However, a behemoth may not always be fought by itself. In nature, they are able to command surrounding, weaker wildlife to protect their dens and habitats while they prowl for prey. Doing so ensures the wildlife will not become a target to the behemoth. In captivity, they have been known to engage in similar tactics.

Legendary Resistance (3/ day).If the behemoth fails a saving throw, it can choose to succeed instead.

BEHEMOTH Large monstrosity, chaotic neutral

Magic Resistance. The behemoth has advantage on saving throws against spells and other magical effects.

Armor Class20 (natural armor) Hit Points 210 (20d10 + 100) Speed 40ft STR 18 (+4)

Bombs DEX 20 (+5)

CON 20 (+5)

Magic Weapons. The behemoth's weapon attacks are magical. INT 12 (+1)

WIS 16 (+3)

CHA 18 (+4)

ACTIONS

Multiattack. The behemoth makes three attacks: two with its claws, and one with The heat of the desert bears down on a party of adventurers. Weakened from a battle with Ankhegs, they long for an oasis to its horns. Saving Throwswis +9 bring them refreshing, life-bringing water. With none in sight, it looks like they have to make do with breaking open a cactus, and Damage Resistancescold, poison, psychic; bludgeoning, piercing, and slashing drinking the water inside. However, care must be taken when doing this as that Weapon cactus could very bereach another threat. Claw.Melee Attack: +11well to hit, 5 ft.,deadly one target. Hit: 16 (2d10 + 5) from nonmagical attacks that aren't adamantine slashing damage, plus 9 (2d8) acid damage. Condition Immunitiescharmed, frightened, poisoned SkillsAthleticsLarger +8, Perception than+9Life Horn.Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 4) Sensesdarkvision 120ft., passive Perception 19 The Adamantoise piercing damage plus 4 (1d8) acid damage. Languages to the cactuar's phenomenal swiftness, a thirsty adventurer who takes a blade to the cactuar may become a pin-cushion before Challenge18 (20,000 XP)

drawing the first drop of water.

LEGENDARY ACTIONS

Death Throes. When the behemoth dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one. Nutritionless

The behemoth 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 behemoth regains spent legendary actions at the start of its turn. The water contained within cactuars is not fit for mortal consumption. Attempting to drink from a cactuar triggers a DC15 Innate Spellcasting. The behemoth's innate spellcasting ability is Charisma (spell saving throw from the following drinker, who save DC 18).Constitution The behemoth can innately cast the spells, requiring no Claw Attack. The behemoth makes a claw attack. material components: At will: earth tremor, poison spray 3/ day: melf's minute meteors 1/day each: meteor swarm

Spellcasting. The behemoth casts one of its at will spells.

Adaptable

Bombs Elementals with a habit of self-destruction when the going gets tough, bombs can mean the difference between a party scraping through to a victory, and complete annihilation.

Bombs can inhabit almost anywhere, but prefer hot deserts and dry caves. Originating from the elemental plane of fire, they were initially introduced to the Prime Material by an ancient sorcerer who wished to study them in order to perfect his fireball technique.

Spark of Life Troublemakers Despite their lack of durability in combat, bombs enjoy harassing and bothering travellers. Working together, they attempt to trick unsuspecting victims into opening metal chests, which may just contain one of their own.

Fire Form. While medium sized, the bomb can move through a space as narrow as 1 inch wide without squeezing. The bomb can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

BOMB Medium elemental, neutral evil Armor Class 15 Hit Points: 95 (10d10+ 40) Speed 0ft., fly 30ft (hover) STR 11 (0)

DEX 16 (+3)

CON 18 (+4)

A bomb reduced to 0 hit points is not immediately killed. The smallest spark remains, and the bomb will not die provided that spark can find a flammable object within 24 hours to ignite. From there, the bomb begins to take shape, and returns to its original form after 4 days.

INT 10 (0)

WIS 12 (+1)

CHA 14 (+2)

Damage Resistancesbludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Sensespassive Perception 11 Languages Ignan Challenge 6(2300 XP)

Illumination. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

ACTIONS Multiattack. The bomb makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage and 3 (1d6) fire damage.

Explosion. When the bomb takes 20 or more damage from an attack, it grows by 1 size category. It does this until it is Huge, at which point it explodes in a ball of fire. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 dexterity saving throw. A target takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Elemental Variants Many wizards, alchemists and mad scientists have experimented on bombs, and have even been able to alter their elemental affinity. Perhaps there could be in your world a weaker, but more volatile version that explodes only after one hit. If you wish, you can change the bomb so that it deals cold, or lightning damage instead of fire. Use elemental statistics in the Monster Manual for ideas.

who takes a blade to the cactuar may become a pin-cushion before drawing the first drop of water.

Cactuars The heat of the desert bears down on a party of adventurers. Weakened from a battle with Ankhegs, they long for an oasis to bring them refreshing, life-bringing water. With none in sight, it looks like they have to make do with breaking open a cactus, and drinking the water inside. However, care must be taken when doing this as that cactus could very well be another deadly threat.

Hidden in Plain Sight Catuars spend most of their day collecting water and minding their own business. However, a group of travelers that unwittingly stumble into their territory may find themselves at the business end of a thousand needles. Due to the cactuar's phenomenal swiftness, a thirsty adventurer

Nutritionless The water contained within cactuars is not fit for mortal consumption. Attempting to drink from a cactuar triggers a DC15 Constitution saving throw from the drinker, who vomits everything they have consumed in the last day on a failure.

Shades of Green It has long-since been rumoured that different cactuars exist, including an enormous, king-like version. Additionally, gold and silver-coloured cactuars have been spotted, although many dismiss these claims as mirages.

Cactuar Variants

CACTUAR a Tiny plant, true neutral Armor Class: 24 (swiftness) Hit Points: 54 (12d6 + 12) Speed: 10ft STR 6 (-2)

DEX 24 (+7)

CON 10 (0)

INT 10 (0)

WIS 16 (+3)

CHA 18 (+4)

Saving Throws dexterity +11, wisdom +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities thunder Condition Immunities charmed, deafened, exhausted Skills acrobatics +11, perception +7, stealth +11 Senses darkvision 60ft., passive Perception 17 Languages none Challenge 3 (700 XP)

False Appearance. While the cactuar remains motionless, it is indistinguishable from a normal cactus. Swiftness. The cactuar adds double its dexterity score to its AC.

ACTIONS Tackle. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 11 (1d6 + 7) bludgeoning damage.

REACTIONS 1000 Needles. When the cactuar takes 10 or more damage from an attack, it can use its reaction to fire a stream of needles in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 55 (10d10) piercing damage on a failed save, or half as much damage on a successful one. This damage ignores all resistances.

The elusive gold and silver cactuars may not be mirages, after all, but stronger versions of the regular type. Upping its hit points and dexterity – making it even more elusive – is a good start. A Cactuar King is a large plant with 20 Constitution, and a needle attack that targets a 60-foot cone.

Chocobos

CHOCOBO Large beast, unaligned

"KWEH!"

Armor Class 13 Hit Points 32 (5d10 + 5) Speed 60ft. STR 12 (+1)

DEX 16 (+3)

CON 13 (+1)

INT 10 (0)

WIS 6 (-2)

CHA 8 (-1)

Senses passive Perception 8 Languages -Challenge 1 (200 XP) Flying Leap. The chocobo can long jump up to 35 feet, provided it has a running start. Monster Ward. While riding a chocobo, your chances of random wilderness encounters drop by 50%. Loyal. The chocobo does not run away when faced with danger, unless told to by its rider.

ACTIONS Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10+3) bludgeoning damage.

These ostrich-like, yellow-feathered companions have been a lifeline for tired, exhausted travellers with few resources left.

Uneventful Travel A chocobo's bright plumage has been cited as a reason why monsters do not often approach them while they move. Because of this, they have become vital for messengers who need to rapidly move from place to place without being attacked.

Gysahl Gobblers Chocobos are notoriously picky eaters, preferring to eat but a single plant: Gysahl greens. While it is often grown in cities by chocobo stables, the plant originates in dense forests, which chocobos make their home.

Birds of a Feather While yellow is the primary and most common colour in chocobo plumage, various different types are known to exist, ranging in colours. They have not been widely studied, however.

Unstoppable

Deathgaze Soaring above the clouds, a cackling skull on great, membranous wings, the deathgaze stalks its prey. It finds fascination with airships, chasing them and hunting those on board, hoping to catch unawares any victims with its glare.

When the deathgaze spots a target whose life it wishes to take, it will not rest until it has caught it. If its targets drop in altitude below its range, the deathgaze will abandon the search temporarily, until it senses its mark has taken to the skies again.

Unknown Origin There is no historical record of the deathgaze's birth or origin. Legend states it was created by a cult of mad druids working alongside necromancers who wished to punish mankind for taking to the skies.

DEATHGAZE

Magic Resistance. The deathgaze has advantage on saving throws against spells and other magical effects.

Large undead, lawful evil

ACTIONS

Armor Class 17 Hit Points 152 (16d10 + 64) Speed 0 ft., 60 ft, fly STR 10 (0)

DEX 22 (+6)

Multiattack. The deathgaze attacks twice with its claws

CON 18 (+4)

INT 8 (+1)

WIS 10 (0)

CHA 16 (+3)

Saving Throws charisma +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses blindsight 120ft., passive Perception 10 Languages none Challenge 10 (5900 XP)

Flyby. The deathgaze doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Credit - Yoshitaka Amano

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage and 9 (2d8) cold damage. Cold Breath (recharge 6). The deathgaze exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Death Gaze (1/ day). The deathgaze’s face contorts into a fearful glares. This glare has no effect on constructs and undead. All other creatures within 30 feet of it that can see it must make a DC 17 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 35 (10d6) psychic damage.

Malboros A malboro is formed when an area of forest or swamp is inundated with pollution from a nearby source. This can be from a city pumping sewage, remains from a wizard's arcane research, or any other number of reasons. A malboro can form by itself, but they can also be created by evil druids as part of a ritual.

Loners Malboros rarely lives with others of their kind. Their terriorial nature means they will square off an fight any rivals to its land. A malboro might look for fertile ground once it has consumed all the nutrients of its own home. If a Morbol seedling survives long enough to grow into a full malboro, it will find its own land, never seeing its family again.

ACTIONS

MALBORO

Multiattack. The malboro makes four melee attacks, only one of which can be a bite attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) acid damage. The target must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn.

Huge monstrosity (plant), unaligned Armor Class: 20 (natural armor) Hit Points: 200 (16d12+96) Speed: 30ft. STR 20 (+5)

DEX 15 (+2)

CON 22 (+6)

INT 3 (-3)

WIS 16 (+3)

CHA 10 (0)

Saving Throws: Strength +11, Constitution +12, Wisdom +9 Damage Vulnerabilities fire Damage Resistances ice, psychic Damage Immunities poison Condition Immunities poisoned Senses blindsight 120ft, passive perception 18 Languages Challenge: 14 (13,000 xp) Magic Resistance. The malboro has advantage on saving throws against spells and other magical effects. Nutrient Absorption. The malboro regains 20 hit points at the start of its turn. After 5 rounds, its space becomes rotten and the malboro must fully move to a fresh plot of land in order to regain this feature. The land becomes difficult terrain, but loses this trait and regains its nutrients 3(1d6) days after this. Vile Presence. Due to the malboro’s poisonous presence, all beasts are unwilling to go within 40 feet of it if they begin its turn outside of this radius. Additionally, any creature with an intelligence of 6 or lower is automatically frightened of it, can't take reactions and can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the beast can use the Dodge action.

Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 5) bludegoning damage. Bad Breath (recharge 5-6): The malboro exhales gas in a 60ft cone. Each creature in that area must succeed on a 20 Constitution saving throw. On a failure, the creature takes 45 (10d8) poison damage and is affected by at least one of the conditions below for 1 minute. Roll a d6 and apply 1. 2. 3. 4. 5. 6.

Blinded. Confused, as per the confusion spell. Paralyzed. Poisoned, and the target takes 2(1d4) poison damage at the start of their turn. Unconscious, as per the sleep spell. Frightened.

A creature who fails the saving throw by 5 or more rolls 2d6, by 10 or more 3d6, and by 15 or more 4d6, taking each effect and rerolling duplicates. On a successful save, the creature takes half as much damage and isn't otherwise affected. A conscious creature can repeat the saving throw at the end of each of its turns ending the effects on itself on a success, Summon Morbol Seedling (1/day): The malboro summons 4(1d6+1) Morbol Seedlings (medium monstrosities (plant), unaligned) in unoccupied spaces within 100 feet of it. The Morbol Seedlings have AC 12, 40 hp, and act on initiative count 20. Each Morbol Seedling makes one bite attack on their turn. Melee Weapon Attack: reach 5 ft, +5 to hit, dealing 5 (2d4) acid damage. Their ability scores are all 10 (+ 0) and they have a speed of 25ft.

Tonberries UH... I think I have a bad feeling about this — Tidus, Final Fantasy X. In dark, cold caves reside some of the most deadly and cold-blooded monsters this realm has seen. Shrouded by a cheap brown cloak and carrying their trademark lanterns, Tonberries seem unassuming and harmless. But beneath those big yellow eyes they carry with them a rage and a lust for blood matched only by some of the worst demons of the Abyss.

A Tonberry Cave Tonberries live in dense cave systems purposefully designed to confuse and trap lost wanderers. Carved over hundreds of years, tonberries are constantly adding new tunnels to their complex network. These paths weave every which way, usually leading to ambush zones. It is impossible to know just how deep the web of paths goes, as nobody has ever delved so deep and survived before. It is possible that a single den of tonberries contains anywhere between one hundred and a thousand of them.

Frontal Assault Tonberries, however, do not like to hide. Their lanterns, which emit dim light for 5 feet around them, ensure that they are never truly hidden. But tonberries are not afraid, preferring instead to make themselves known as soon as possible, and walking slowly towards their victims. Those who do not know the stories behind them might drop their defenses upon seeing these small, wide-eyed little creatures. Little do they know they are walking straight to their deaths.

Tonberry Life Not much is known about the hierarchies that tonberries adhere to. It is unclear whether tonberries have genders as

each creature appears to be visually identical to the next. They live in large groups, believing that safety comes in numbers. It is still unknown what they eat or drink, why they wear those robes, and where they seem to be getting all of those knives.

Long Live the King The one fact that is known by explorers that have survived an onslaught of these creatures, is that they appear to worship some sort of royalty. Called the king, despite evidence of sex, this tonberry is almost identical to others of its kind, save for two major factors: the small golden crown it keeps balanced on its head, and its size - easily 9 feet tall, compared to the normal 2 feet of its subjects. The king also appears to have some influence over the smaller of its kind. Regular tonberries have an increased speed when the king is nearby, and act much more viciously. The king lives in his own grand chamber, deep within the network of caves. It is said to be filled with trinkets, junk, and other items collected from deceased adventurers.

Endless Grudge Tonberries share something of a hive mind. They are empaths, communicating through feeling what those around them feel. This connection allows the tonberries to know exactly how many of their kind have been lost through violence, both over the course of a day and over the entire history of the species. This has resulted in the creatures becoming extremely volatile towards outsiders to their caves, as anyone who is capable of violence is a potential threat. They defend themselves using grudge; an attack that holds with it the hatred of every deceased tonberry.

TONBERRY

TONBERRY KING

Tiny abberration, true neutral

Large abberration, true neutral

Armor Class: 17 (natural armor) Hit Points: 38 (15d4) Speed: 5ft.

Armor Class: 17 (natural armor) Hit Points: 150 (20d10 + 30) Speed: 5ft.

STR 10 (+0)

DEX 24 (+7)

CON 8 (-2)

INT 10 (0)

WIS 16 (+3)

CHA 14 (+2)

Saving Throws: Dexterity +13, Wisdom +9 Damage Resistances: slashing from nonmagical attacks Condition Immunities: charmed, blinded Skills: Blindsight 120ft. Senses: Passive perception 18 Languages: none Challenge: 5 (1800 xp)

STR 10 (+0)

DEX 24 (+7)

CON 16 (+3)

INT 10 (0)

WIS 20 (+5)

CHA 14 (+2)

Saving Throws: Dexterity +15, Wisdom +13 Damage Resistances: slashing, piercing and bludgeoning damage from nonmagical attacks Condition Immunities: charmed, blinded Skills: Blindsight 120ft. Senses: Passive perception 23 Languages: none Challenge: 8 (3900 XP)

Pack tactics. The tonberry attacks with advantage if it is within 5 feet of an ally. Lantern. The lantern held by the tonberry emits dim light in a 5-ft radius. IThe tonberry can activate or deactivate at will, as a free action.

Good King: Tonberries within 120ft of the King gain an additional 25ft of movement, as well the effects of being under a bless spell

Magic Resistance. The tonberry has advantage on saving throws against magic effects, and all damage it takes from magical effects is halved.

Lantern. The lantern held by the tonberry king emits bright light in a 5-ft radius, and dim light for a further 5 feet. The tonberry can activate or deactivate at will, as a free action.

Uncanny Dodge. When an attacker that the tonberry can see hits it with an Attack, it can use its reaction to halve the attack's damage.

Magic Resistance: The tonberry king has advantage on saving throws against magic effects, and all damage it takes from magical effects is halved..

ACTIONS Chef’s Knife: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 32 (10d4 + 7) piercing damage. This damage ignores all resistances. Everybody’s Grudge (1/ Day): When it hits a target with its Chef’s Knife attack, the tonberry can choose to deal an additional 1d4 necrotic damage for every tonberry that has been killed since dawn by any creatures currently hostile to it.

ACTIONS Chef’s Cleaver: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 49 (6d12 + 7) piercing damage. This damage ignores all resistances. People’s Grudge (1/ Day): When it hits a target with its Chef’s Cleaver attack, the Tonberry King can choose to deal an additional 1d12 necrotic damage for every tonberry that has been killed since dawn by any creatures currently hostile to it.

Ultros THWARTED AGAIN! I feel like such a sucker. Well, kids, hate to ink and run...... but I AM an octopus! — Ultros, Final Fantasy VI. Deep in the Lethe River, a sinister creature lurks, waiting to attack any adventurer foolish enough to cross. Ultros the mad octopus, likely the result of a transmutation wizard's failed experiments, calls this area home.

Lecherous Nuisance

largely focused on female humanoids, which he chases relentlessly. He tends to focus his grapple attacks for any women in a group, and will spit acid in the face of any men who stands between him and them. Despite this, he considers himself a gentleman and attempts to talk like one, at least at first.

Relentless Pursuer They say an elephant never forgets, but it seems an octopus holds grudges longer. Ultros will unrelentingly hunt any adventurers who have crossed him and escaped (or who he has escaped from). He will cross countries to find his marks, plan ambushes, and do everything in his might to take revenge.

Ultros likes nothing more than to inconvenience those who dare to venture near his domain. His antagonism seems

ACTIONS

ULTROS

Multiattack. Ultros attacks three times. Twice with his tentacles, and once with his ink.

Large monstrosity, chaotic evil Armor Class: 16 (natural armor) Hit Points: 126 (12d12 + 48) Speed: 30ft., 60ft. swimming STR 16 (+3)

DEX 20 (+5)

CON 18 (+4)

Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. Ultros can grapple up to two creatures. INT 8 (-)

WIS 11 (0)

CHA 10 (0)

Saving Throws dexterity +9, strength +7 Damage Resistances acid, cold, poison Condition Immunities charmed, poisoned Skills acrobatics +9, intimidation +4 Senses darkvision 120ft., passive Perception 10 Languages Common Challenge 5 (1800 XP)

Amphibious. Ultros can breathe air and water. Slippery: Ultros has advantage against being grappled Underwater Camouflage. Ultros has advantage on Dexterity (Stealth) checks made while underwater.

Ink. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target must succeed on a DC 14 Constitution save or be blinded for one minute. The target can attempt to repeat the saving throw at the end of each of its turns. Vitriolic Spit (Recharge – 6). Ultros spits a ball of emerald acid at a point he can see within 60 feet, which explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

REACTIONS Flee (1/ day). Ultros sprays ink in a 20-foot radius centered on himself and moves his speed without provoking opportunity attacks. If he is underwater, the area is heavily obscured for 1 minute, although a significant current can disperse the ink.

Thanks for reading!

Author: Basil Baradaran - [email protected], http://basilbaradaran.net Art: All art is © Square Enix.
Final Fantasy Monster Compendium

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