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FFXIV World Compendium 0.5
FFXIV World Compendium 0.5
This Sourcebook contains spoilers for Shadowbringers We primarily use discord for feedback but you can also use
expansion, if you have not yet completed the Main Story I the GMBinder contact button to provide me any feedback. I
recommend playing through that first. There were some plot am open to any constructive criticism and know that I have
elements that were introduced in that expansion that changes much to learn. Our discord server is at
the way we fundamentally see the lore. These spoilers also https://discord.gg/mGwR8sW24r . If you want other FFXIV x
inspired me to create new ideas that GM's can use to use to D&D communities then I highly recommend going to the
https://www.reddit.com/r/FFXIVxDnD
This document was created in inspiration by SilentSoren and
the original creation of Final Fantasy XIV by Square Enix. FFXIV has a deep and rich lore that scales back for
This source book is meant to be used in conjuction with the generations. This compendium is written in the perspective
FFXIV Class Compendium made by SilentSoren and with of recent in-game history which at the time of writing, is the
the Dungeon and Dragons 5e Players Handbook. expansion Shadowbringers but nothing is preventing the
To summarize we're aiming to make SilentSoren's FFXIV Game Master from taking inspiration from any point in
Companion Guide is the FFXIV x D&D Players Handbook Eorzean history. Some of my fan creation will be centered
and this book the FFXIV x D&D Dungeon Masters guide around the near future.
of the love of the world that Square Enix put together for
lore that is already out. I will try to be accurate to the source balance of the game may be completely off. If any games are
material as much as possible out of respect of the universe derailed or if something seems off with the balance, please
that Square Enix put together, however there will be new let me know! any feedback is welcome as long as its
I will be upfront about this and will label the fan creation I am with the mindset that I will publish first and fix later,
parts of this as such. The implementation of the story may as a result things may be broken! You have been warned!
completely vary depending on which era this story is told I am not responsible for any ruined games.
It's Naga
ElenoreFanGirl
Nate_Ranney
I do not own the rights or permission to neither Dungeons
RamblaRahl
& Dragons nor the Final Fantasy franchise. This is simply
Avid
intended as a fan project to bring both of these loved
Avalon5K
properties together.
SilentSoren
BadIdea
www.finalfantasy.fandom.com/wiki
Encyclopedia Eorzea
In-game text
ffxiv.gamerescape.com
ffxiv.consolegameswiki.com
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promote.
https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv
https://inkarnate.com/p/45zy71--vanity-ruins/
https://mirkemenagerie.tumblr.com/
https://docs.google.com/document/d/1dp-
A8gVLGmqxLXu1e_Z6ycDBQljYaGYK-BWgFqkgjac/edit#/
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Activities
Hydaelyn and Zodiark
The Source
Ahriman
Beasttribes
Calendar, Currency, and Languages
Amal'jaa
Magic
Ixali
The Lifestream
Primals
Aetherology
Warlock Patrons
Travel
Chocobo Breeds
Airships Magical Items
The Three Grand Companies Elemental Weapons
Gridanian Factions
Central Shroud
Featured Adventures
Adventure Reworks
Sunless Citadel
Materia
Materia Overdrive
Downtime Activities
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It all began with a crystal, a crystal so bright and full of life, it creation exists the void of nothing will always persist. Zodiark
can be mistaken as the brightest star in the sky. Thus the is the opposite of Hydaelyn and the embodiment of darkness.
crystal, was named after the feeling it spread, the Mother At some point after the world was created, the light found the
Crystal. darkness and won the battle. This battle was so intense that
Her purpose is quite clear to all, to safeguard and create life of this planet Menphina where he is biding his time while
and spread its warmth to all living things. She is the very scheming and spreading his darkness to all of the worlds. His
producer and essence of all life. She is the mother of all and loyal agents, the Ascians, serve him and will stop at nothing
the beginning of our story. to incite an event called the Rejoining which will undo the
happens, Zodiark will be let free from Menphina and will be
From within the darkness, came a shine, that shine came able to do whatever he pleases.
become a crystal and overtime that crystal grew. The gem
started to grow a consciousness and had but one thought, life also referred to as Paragons and Bringers of Chaos, are a
Thus matter became real; water, earth, fire, wind, ice, and mysterious cult scattered across the 13 shards who taught
lightning. Two other attributes came to be and is the the beast races of Eorzea how to summon primals from the
alignment of all life: Light and Darkness, Harmony and aether. According to legend, Ascians arrive in times of need to
Malice, Good and Evil. lead those in darkness to the light of the primals. In truth,
When Hydaelyn grew and gain consciousness she created robes and are known to possess people to further their goals.
twelve gods that governed life. Each god was tied to an They are immortal and lived before the sundering during the
element of some form and had their own responsibility. Light times of the Ancients
from within her, waters sprung out and created oceans and
rivers, winds gushed out and mixed with both earth and Mysterious beings who are able to freely weave their aether
water, forming canyons and rain, the lands became green and into various forms of life given a defined concept. They lived
then it was teeming with life. Creatures of all shapes and in harmony with nature until a great Calamity known as the
sizes came to be. First it was the beasts upon the land and Final Days that afflicted the planet, causing the Ancients'
then it was the races. power to run wild and create unspeakable horrors and
These races were primiative, they were young and knew Zodiark, who is able to halt the calamity and restore the cycle
nothing of the world around them. Their curiosity took them of life. This endeavor costs the lives of the majority of the
to explore the world and thus they created civilization. There Ancients' race. As the Ancients were sacrificing themselves to
are 9 main races on The Source: Au Ra, Elezen, Garlean, Zodiark, a group disagreed and summoned Hydaelyn in order
Hrothgar, Hyur, Lalafell, Miqo'te, Roegadyn, and Viera. There to act as Zodiark shackles, which they think had prevented
are also countless beast tribes, humanoids that are conscious the destruction of all life.
but also have more animal traits than humanoid. All of the In the end, many Ancients died and left the land barren of
races on The Source had the spark of ingenuity and sentient life, but there was still hope and eventually life came
adventure, they quickly adapted to the world around them to be as it is now. Surprisingly, Some ancients survived and
and bent it to their will. They created inventions, learned how named themselves the Ascians. Zodiark promised those
to thrive on the land, and make use of its fruits. However, loyal ascians, that if they rejoin all 13 shards, and brake his
despite the innocence that is prevalent in them, darkness, shakles, he will bring back the Ancients their former glory
however was mysteriously present, twisting individuals to its and restore their people
Hydaelyn itself, a being so powerful that it matched the say Hydaelyn and Zodiark was made by them in order to
divinity of Hydaelyn, this being is known to some as Zodiark. balance creation, but the Eorzeans say that Hydaelyn,
For more details about each race, please see FFXIV D&D through the twelve, created all life. What is really true is
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Hydaelyn , also known as the Source, is the primary setting of large forest in central Aldenard. Within these dense
Final Fantasy XIV. It shares its name with the Mothercrystal woodlands lies the city-state of Gridania ; well known in
who guides heroes that it calls upon. Eorzea for its forestry, agriculture, carpentry and leather
This world is the original star from which Hydaelyn's working trades.
explorable continent of the game thus far. The city-state of Ul'dah is located in these deserts. It is a
and gambling halls. The Ul'dahn culture is known for its
PART 1 | EORZEA
2
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area is notable for a large derelict airship dominating the mountainous region home to the city-state of Ala Mhigo. Due
landscape, the Keeper of the Lake. Since the Calamity, to the occupation of the Garlean Empire and the
many large crystalline deposits can be found dotting the area, construction of Baelsar's Wall they were cut off for 20 years
including an immense Crystal Tower. As inhospitable as it is, but due to the heroics of adventurers, Ala Mhigo was
the region has attracted many adventurers, resulting in the liberated, and the city state has joined in an alliance with the
This mountainous region contains the city-state of Ishgard.
Little is known about Ilsabard's geography, but it is known to
Originally featuring a temperate climate, the Calamity
be cold and mountainous in the north, there are temperate
resulted in a transition to severe wintry conditions which
plains in the south where the Seeq originate, and according
have unrelentingly persisted in the years since.
to Bajsaljen the southern coast of the continent is plentiful in
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Many parts of Othard is under control of Garlemald, having reaches of northern Othard, the Azim Steppe is said to be the
invaded it once they began expanding out of Ilsabard. It was ancestral home of the Au Ra, and remains to this day the
home to the city-state of Doma before its people rebelled home of the nomadic Xaela clan. Devout worshipers of the
has resulted in increasing numbers of displaced Au Ra divided into fifty different tribes, all of which are very
seeking refuge in Eorzea. territorial and are engaged in a constant and fierce battle for
land.
A Far Eastern archipelago off the eastern coast of Othard,
Hingashi is made up of three notable islands. It has a very Separating Othard and Hingashi yet ruled by neither, the
strict isolationist policy and only one port, Kugane, located Ruby Sea has, for as long as anyone can remember, been
on Shishu, its westernmost island, is open to foreign trade. controlled by the Confederacy. To this day it remains free of
Koshu, the largest island, is the location of Bukyo, the capital any outside influence and is inhabited by a variety of peoples
of the bakufu government. The third island, Shirogane is and beastmen, including the turtle-like Kojin. It also holds a
within the domain of Kugane's bugyo and is a residential spiraling tower Heaven-on-High, that pierces the heavens
Through Yanxia flows the One River, upon whose shores the A vast desert situated between the Tail Mountains and The
city-state of Doma has been built. It was occupied by Garlean Skatay Range depleted of almost all Aether in its
rule, until it was liberated with the help of adventurers and surroundings. Hidden in its sands are several Allagan
domans under the leadership of Hien Rijin. Although it was facilities, and it is later revealed that Azys Lla was originally
crumbled by imperial rule, it now has a hopeful future and is lifted from this region. The Domans, with the help of the
in the middle of being rebuilt. Garlond Ironworks and the Scions, managed to restore an
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and god of the arts, commands the element of lightning and is
The Twelve are a pantheon of deities revered by the majority of Eorzea's depicted as an ardent smith holding a two-headed hammer,
populace. They are said to have ruled the continent and its surrounding
and his symbol is the hand. Byregot is the son of Rhalgr and
of the primitive settlers, each of the Twelve mercifully saw fit to ensure
their welfare.
Rhalgr, the Destroyer, breaker of worlds and god of
Byregot Forge, Knowledge inquiry, commands the element of fire and is tied to the Fifth
Halone War, Order Astral Moon (ninth month). She is depicted as a noble lady
Llymlaen Nature, Tempest holding a golden fan, and her symbol is the radiant sun. She
Menphina Life, Peace is the mother of Nophica, the elder sister of Menphina, and
Menphina, the Lover, keeper of the once-twin and now-lone
Thaliak, the Scholar, ruler of rivers and wisdom and god of
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the patron of the ancient city of Nym and the Miners' Guild. Month Element Name
fisherwoman holding a long-bladed harpoon, and her symbol 4 Water Second Umbral Moon (Nymeia)
is the wave. Llymlaen is the daughter of Thaliak and the elder
5 Air Third Astral Moon (Llymlaen)
sister of Nophica. Llymlaen is also the patron of Limsa
Nald'thal is depicted as a discerning merchant holding a 10 Fire Fifth Umbral Moon (Nald'thal)
balance, and his symbol is the cowry, an ancient shell
11 Earth Sixth Astral Moon (Nophica)
currency. Oschon is Nald'thal's brother. Nald'thal is actually
Nophica, the Matron, tender of soils and harvests and
There are 8 days in a week, based on the six elements along
goddess of abundance, commands the element of earth and is
with light and dark.
tied to the Sixth Astral Moon (eleventh month). She is
Firesday --> Earthsday --> Watersday --> Windsday -->
depicted as a jubilant farmer holding a steel scythe, and her
Iceday --> Lightningday --> Lightsday --> Darksday
symbol is the spring leaf. Daughter of Azeyma, Nophica is the
is the currency of the entirety of the shard of Hydaleyn. There
Althyk, the Keeper, the surveyor of change and god of space are many ways for adventurers to earn Gil, some of which
and time, commands the element of earth and is associated involve slaying monsters, completing quests, selling items
with the Sixth Umbral Moon (twelfth month). He is depicted and equipment.
as an austere emperor wielding a mythril greataxe. His
Handbook, you can use its prices but convert them. Gold will
take the 100s place, Silver 10s, and Copper the 1's. For
Sample Diety : Sakura-Minako Empire, a civilization that thrived during the Third Astral Era,
Though recognized as one of the Kami she is primary worshipped by the exchange for them.
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race has their own select language and we also see languages Astral Era, thus leading into a time of hardship known as an
separated by region such as seen with the Sharlayans, Umbral Era. Though there have been seven Calamities total
Dalmascan and Hingashi. Some languages are not in use in the history of Eorzea[1], most instances of "The Calamity"
except for a select few people such as seen with Ancient Sea refer to the Seventh Umbral Calamity—the descent of
wolf and the Ascian language. Languages are an important Dalamud (the second moon) in the year 1572 of the Sixth
part in the immersive role-playing experience and a crafty Astral Era, leading to the release of Bahamut at the Battle of
The most common language in Eorzea is simply known as The Seventh Umbral Calamity, often known simply as the
the common tongue or referred to as "Hyur", barely half of Calamity, ended the Sixth Astral Era. Foretold in the Divine
the population of Eorzea is able to read or write. The Chronicles, the prophesied cataclysm that brought the
Eorzean language is also spoken among beast tribes, Seventh Umbral Era was long considered apocryphal.
although many have their own ticks and quirks about it. It has The Seventh Umbral Calamity was brought about by the
its own script that resembles latin and you can swap out latin Meteor Project of the Garlean Empire—a plan intended to
characters with Eorzean script. Every race and culture can bring the lesser moon Dalamud crashing down onto the
The script used for this common tongue is shown below. Though the VIIth Legion was routed and Van Darnus
Flats.
attempted his ritual and failed, but sent the adventurers who
Roegadyn perished during the twilight of the Third Astral Era while
Miqo'te ("Huntspeak") Allagan Emperor Xande who set about his campaign making
Xaela ("Auri") a covenant with the Cloud of Darkness. Tiamat led her
Sylph ("High Sylphic") Bahamut, however, was nothing like the original Bahamut.
Sahagin ("Sahaginspeak" / "Rhotano Bloodcant") Despite the new "Bahamut's" efforts, the Ascians taught
Moogle ("Mooglespeak") Xande the means to subdue the Dreadwyrm with the Allagan
Gnath & Vath ("Gnathic") an artificial satellite called Dalamud to collect solar energy
Eastern ("Hingan" / "Doman") neurolinks held him in restraint while captive dragons were
Dalmasca ("Dalmascan") kept aboard the space station in stasis to keep him
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Distance
(days) Levels of Exhuastion
The Lifestream also known as spirit energy, is an ethereal 0-1 None, One level if used more than once
substance that streams beneath the surface of the planet of
2-4 One level
Hydaleyn. All conscious life originates from the lifestream
and in death all life returns to it. In several places, it makes 5-10 Two levels
springs that shoot from the ground and forms a crystaline
Three levels and roll a d20, if rolled a 15 or more
11-29
structure. The places that are the most connected to the
then follow the table below for a handicap
lifestream are usually near the floating crystals called
its toll on one's body, and rest is often required after several
You can only Travel to Aetherytes that you have attuned to.
Aetheryte Attuning
crystal with his or her hand and feel the crystal within
do it.
Aetheryte Shards
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any one of the six elements or can be unaspected. a living entity dies, its aether dissipates and returns to the
Mor Dhona is a prime example of a land corrupted by lifestream. The amount of aether that can return therein at
aether which turned the place into a dangerous, lifeless place once is, however, limited. Therefore in the case of violent and
full of terrible beasts; this corruption manifested into colossal sudden death, such as that induced by a mortal wound, only
crystals which has taken over the landscape. part of the victim's aether returns to the planet, whereas the
Wildlife that live near these creatures become more rest remains invisible in the atmosphere, until it precipitates
aggressive and dangerous and can take on the crystals in the form of these translucent multicolored gems.
The spark of Lightning ignites when it strikes, and thus Fire the heat of a well built forge, in a much more constrained
space.
is born.
Crystals come in different shapes and forms, varying on
The heat of Fire renders to ash all that it touches, and thus purity and elemental affinity. On the practical side, an expert
The density of Earth shuns Sun and harbors cold, and thus effects he or she would normally be able to reproduce on
Ice is born. their own but without expending their own energies.
The armor of Ice melts away, and thus water is born. in in any city for raw gils, given the high demand for crafting
trade.
Lightning is born. 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,
The rules on the enchanter's level still apply, and the caster
requirements:
crystal cast the Mage Hand spell, on the basis that it uses
properties of water.
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Dim Crystal 1st 2,500 gil seeing "passivity" as similar to the complete absence of hue,
Crystal Shard 3rd 50,000 gil understanding the observable effect, but the First coming
Crystal 4th 250,000 gil closer to the primordial forces at their root.
reproduce.
Eorzean scholars believe that the elements are drawn to two
are Water, Earth, and Ice, with Ice being most closely
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in their lair for too long. Those who are gifted with the echo
Primal Statblocks
Primals could take over a persons will with effects similar to
throw.
control but this must be done shortly after the victim is mind
that is taught by very few experienced spell casters. This These creatures were discovered on the First shard and
technique was only recently discovered and it is quite were created by the fey creatures of Il Mheg. They are able to
draining, thus making its services quite costly. In the each of absord aether and even untangible things such as dreams
the Three Grand Companies Capitals there should be atleast and nightmares. They are created out of clay and are
one person that can do this. awakened by a incantation spell. They work similarly to
Lately they were brought over to the Source and the
On every failed wisdom saving throw, add one level of method of creation was passed on to Matoya and some of
status effects are still in effect. Game Masters can be creative with the implementation of
Your body starts to become finish. For Mother Porxies , you will need a large energy
twisted and you adapt
3 Hit Points Halved source to activate; you would need a surplus of aether
characteristics of the crystals, it would cost 10,000,000 Gil and takes 120 days to
element related to the primal finish. For either of these, having a professional help you will
Your body is completely take half the time needed to create the porxie but will
Permanent Character transformed and you become typically be double the cost. Normal Porxie manuals typically
4
Loss an Binah and servant of the cost 10 Billion Gil and Mother Porxie manuals cost 20
related primal element Billion Gil. Studying the manual back to back would typically
take one long rest each day for 60 days straight, if taught by a
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 10 (0) 10 (0) 8 (-1) 13 (+1) 11 (0) 16 (+3) 10 (0) 16 (+3) 10 (0) 13 (+1) 11 (0)
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Despite the emergence of airships, chocobos have retained animal handling skill and double the amount of days required.
their place as a traveler's best friend. Be it as bearers of a They can only be taught per one long rest and will need a
merchant's wares, steeds for battle-bound soldiers, or an days break in between sessions. Adventurers that are trying
adventurer's means of locomotion; the long-legged avian to teach a chocobo a spell must know the spell and the
creatures are still very much a common sight. players spell slot will be used. For the extra days it takes to
These flightless birds have sturdy legs with which to bear train it, add 50 Gil per extra day.
you across great distances swiftly. They serve not only as a Damalscan chocobos learn level 2 and 3 spells 5 days
With effort and training, they can learn to cast simple wingspan, has the strength, and the discretion of the GM,
spells and some breeds can learn how to fly. They are an then that chocobo can learn to fly. For this circumstance, an
pricey investment but they are loyal and will stick with you for additional d12 is added for the amount of days and increase
the rest of their lives. the cost by 1,000 gil x the d12 result.
The colors of their feathers can range depending on the Chocobos can only learn spells and cantrips starting at
food they eat but most commonly default to yellow unless if later levels, depending on the breed.
enough to carry your burdens and are able to draw upon Days Training Base Cost
carriages.
7+d8 Cantrips 1000
Chocobos seem to have a sixth sense in regards to natural
purchase armor, but because they are custom crafted for 20+d12 Flying Ishgardian Breed Only 100,000
chocobos, they are usually triple the cost and on average
takes 9+d6 days to make. If one has high rank in a Grand Chocobo Leveling
Company they can provide a discount and in some rare cases
Chocobos are imprinted to one person specially. If that
provide it for free. Most armor types available for players have
person levels up past level 4 and rolls for additional hit die;
chocobo variants.
then the chocobo can also roll a d10 and add that value to the
If a chocobo wears barding that they are not proficient in,
chocobos hit points.
they will move at half speed and disadvantage on saving
When the imprinted partner reaches levels 4,8,12,16, and 19,
throws.
the chocobo abilities and capabilities will grow. Please refer
apart of its owner, they will level normally and will need to
Credit to Avalon5K
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The three most common breeds are Ishgardian (Black), You can change the color of the feathers of your chocobo by
Dalmascan (Amber or Red), and Eorzean (Yellow). Ishgardian providing it special snacks. Your chocobo physical features,
Chocobos have a more muscular build and have a longer stats and breed will stay the same but the color would
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Abanian Destrier. You will find that for each breed of Armor Class 12 (natural armor)
chocobo, you will find these three builds.
Hit Points 125 (10d12+60) Hitpoints
Speed 20ft.
The most common breed of chocobo by far is the Rouncey.
STR DEX CON INT WIS CHA
Fleet of foot, the Rouncey is ideal for racing and carrying
environments. It is a popular bird across Eorzea for both Sure Footing. The Fat Chocobo is unaffected by
warfare and wagon teams. difficult terrain.
This variant has more health and strength but is slightly
Roly-Poly. If the Chocobo uses the Dash action and
slower. When you purchase this variant, give 2 points to STR
moves at least 20ft. straight toward a target, it may
and CON, 10 hitpoints, but reduce the speed by 20ft, thus
make a Body Slam attack as a bonus action. If the
making the chocobo speed to be 40ft. target is a creature, it muster succesd on a DC 14
Strength saving throw or be knocked prone.
A miniature chocobo developed by Dunesfolk breeders early
Innate Spellcasting. The Fat Chocobo's spellcasting
ability is Wisdom (spell save DC 14). The Fat
in the Sixth Astral Era, the Belah'dian Jennet is the preferred
Chocobo can innately cast the following spells,
mount for Lalafellin riders.
requiring no material components:
This variant is slightly more fragile and smaller than your
Actions
Multiattack. The Fat Chocobo makes three beak
- Credit to SilentSoren attacks.
These chocobo have had the blessings of night limitless
food sources and a genetic defect allowing them to gorge Beak. Melee Weapon Attack: +7 to hit, 10ft., one
themselves unendingly. This has allowed these chocobo to target. Hit: 14 (2d8+4) piercing damage.
become massive, and with their size comes great strength. Body Slam. Melee Weapon Attack: +7 to hit, 5ft., one
Many chocobo will flock around a Fat Chocobo and deem it target. Hit: 18 (2d12+4) bludgeoning damage. If the
the leader of their group, which can lead to serious problems target creature is under the prone condition when
in a region where the greedy fowl lives. hit by Body Slam, it deals an addition 1d12 of
Despite the potential dangers of living near a Fat Chocobo, damage. Additionally, the creature that was body
many worship the concept as a symbol of fertility, harvest and slammed is now crushed beneath the creature,
prosperity, being included in many a farmer's folk tale.
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.
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+6 /
4th +6 / +4 14 / 13(+1)
1d10+4
Skills Athletics +5, Perception +3 Level Cantrips Known Spells Known 1st 2nd 3rd
Senses passive Perception 13 10th 1 1 1 — —
Challenge 1/2
12th 2 3 2 1 —
ChocoDash - If a yellow chocobo is wearing light or 16th 3 6 3 2 1
no barding and has at most one rider, when it uses
the Dash action its base speed is 80 ft. Similarly, a 19th 3 9 3 3 2
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
Slender, Elegant, Graceful, this breed of chocobo also has an
dyeing them white, but a well trained eye (or nose) can spot it
chocobo. FC
They typicaly cost 90,000 Gil
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region.
14(+2) 11(+0) 13(+1) 6(-2) 14(+2) 10(0)
These chocobo are rare and are found near Sharlayan. They
would. FC
They typicaly cost 14,000 Gil
21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
magic. They are able to learn to fly with some training and
Passive
effort. Most of the flying training occur in The Holy Stables Skills Bonus Perception / ChocoPeck
in Ishgard. Level (Athletics/Perception) Wisdom Hit/Danage
They typically cost 14,000 Gil
+6 /
1st +6 / +3 13 / 10(0)
1d10+4
+7 /
4th +7 / +4 14 / 11(0)
1d10+5
Skills Athletics +6, Perception +3 Level Cantrips Known Spells Known 1st 2nd 3rd
Senses passive Perception 13 12th 2 2 2 — —
Challenge 1/2
16th 2 4 2 2 —
ChocoDash - If a yellow chocobo is wearing light or 19th 3 7 3 3 1
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
When flying, a black chocobo would move at double the
speed. Make sure to hold on tighly or you could fall, if you fall,
taking damage from the fall. 1d6 (3) per 10 feet, up to a max
22
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realism but rather what would be fun for your players or offer
mind but the scale of the world is always up to the GM, its
YOUR game. You could have npcs offer their private Aether
only a suggestion and you can always alter it to the way you
23
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cities and establishing regular flights along them, Highwind 750 Gridania to/from Ul'dah 26
Skyways , an institution founded by the exorbitantly wealthy
770 Ala'Mhigo to/from Ishgard 26
aristocrat and adventurer Tatanora , is now slowly but surely
making commercial flight an ordinary aspect of everyday life 810 Ul'dah to/from Ala'Mhigo 28
in Eorzea. Even so, only a few airships are permitted to take
830 Limsa to/from Ala'Mhigo 30
flight at any given time, for the Garlean Empire is always
watching, ready to strike at the first sight of an enemy vessel. 860 Ul'dah to/from Ishgard 33
They are currently only located in the major cities such as
4000 Kugane to/from Ala'Mhigo 68
Gridania, Ul'dah, Limsa Lominsa, Ishgard, and now Ala
24
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waterborne vessels. So important are water travels to All ferries cost 5 Gil per passenger and take 4 hours to
Eorzeans that they have elected one of their deities, Llymlaen cover.
25
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Shroud and directly oversee not only the safety of Gridania's This unit would act as a core aspect of the army, essentially
citizens, but the workings of the local guard. bolstering its power, and in effect grant more authority to the
measure.
in Eorzea for its forestry, agriculture, carpentry and leather
26
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Contains the Aetheryte Plaza on a raised platform. Chocobo Guilds - Both the Leatherworkers' Guild (near the
stables are located between this plaza and the Carline Shaded Bower) and the Botanists' guild (western end)
Canopy. are located here.
Carline Canopy - A tavern and Adventurer's Guild run by Mih Khetto's Amphitheatre - A large area that becomes
Mother Miounne. Adventurers in Gridania can find work the venue for many events held in Gridania.
through her. Inn and Levequest services are also available.
Airship docks are located in the back of the establishment. Nophica's Altar - An altar dedicated to Nophica, the
Quivers Hold - These barracks are in the eastern vale Yellow Serpent Gate - The main point of entry to/from
which serves as the Archers' Guild. the North Shroud.
PART 1 | GRIDANIA
27
1
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The Order of the Twin Adder is one of the three Grand Ixali attack a year earlier—a means of ensuring the Shroud
Companies in Eorzea, located within the Adders' Nest in never again be caught unprepared for foreign attack.
Gridania. The Elder Seedseer Kan-E-Senna is the leader of Presently, the force consists of twelve units, with exactly one
the clan while Nophica, the Matron is the favored goddess. hundred fifty men apiece, and their ranks are filled primarily
Players may pledge themselves to the Order of the Twin with archers. They are Gridania's eyes, watching for any trace
Adder as part of the Yellow Serpents division. Their uniforms of outside incursion from the watchspires throughout the
are distinguished by their bright yellow pigment. It is the Black Shroud. Most often, this threat comes in the form of
main seat of power in Gridania Ixal, and Quivermen train long and hard to repel the
The Wood Wailers originate in a group of young spearmen,
The Hearers are a group of Conjurers who have the ability to
who assembled under the auspices of Captain Josselin
communicate with the elementals of the Twelveswood. Their
shortly after the founding of Gridania. This, the first company
purpose is to convey the will of the elementals to the people
of Wailers, was tasked with defending the Twelveswood—per
of Gridania. They are commonly found throughout the
the woodland city-state's covenant with the elementals. Since
Twelveswood, and are distinguishable by their purple robes
then, the Wailers have protected the forest from internal
and hats.
strife, and become masters of the spear. They keep the peace
- Seedseer Council
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hunters in the Black Shroud. Thus, in spite of the Raya-O-Senna, and her brother being A-Ruhn-Senna. She
Twelveswood's seeming abundance, animal hides are scarce was admitted into the Conjurer's guild Stillglade Fane before
and valuable. A group of artisans formed the Leatherworkers' her sixth nameday for predicting devastating fires and locust
leathers. They practice their trade with thanks ever in their After becoming Elder Seedseer she left Gridania to live
minds, and gratitude for the animals whose lives they must with her siblings, aiding them in maintaining peaceful
take for their materials. As a consequence, the guild is careful relations between the Elementals and mankind. She returned
to reduce waste to the bare minimum as they craft long- to Gridania in reaction to the increasing number of natural
lasting, durable goods. This rigid creed has resulted in the anomalies, and reinstated the Order of the Twin Adder to
realm-renowned Fen-Yll name, a brand synonymous with the ready the forest city-state for what lies ahead.
highest quality work of the best craftsmen. Thus, the guild is As Gridania is geographically closest to Garlemald, as well
located within Atelier Fen-Yll. as adjacent to Mor Dhona, it is considered the first line of
villages.
Home to the Carpenters' Guild, the Oak Atrium houses both
build their city, their houses, their tools, and the weapons
29
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refer to the crumbling ruin as Warren's Hold, after the cells'
first gaoler.
Levels 1-4
Tam-Tara Deepcroft These catacombs have long been tombs
Central Shroud, as the name implies, lies at the heart of the of the Gelmorran nobility. But these days, it has been infested
Black Shroud. It is situated to the south of the city-state of by the Lambs of Dalamud.
Gridania, on the other side of the Jadeite Flood.
30
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Haukke Manor This mansion in Sorrel Haven was formerly The Black Shroud is home to the endearing, yet enigmatic,
owned by the Seedseers as a place of respite, but was race known as moogles. Long reluctant to meddle in the
generally viewed as a symbol of excess by Gridanians. Public affairs of men, it may be the suffering wrought by the Seventh
opinion eventually swayed them to sell it to a Duskwight Umbral Era that proves to be the catalyst which beckons the
noblewoman named Amandine. lovable creatures forth from their trees so that they may
share their wisdom with the realm's people. Will the moogles
A dig into the crater located at the Standing Corses. What These creatures are known to be mischievous but some are
exactly the spriggans are digging for is a mystery. known to help in the affairs of men.
If they roll from a 2 to 19, you can then roll again at the
A moogle comes to the party pleading for help "for
Random Encounter table
7-9 the sake of Eorzea" but it is just a list of mundane
chores
For a Level 1 group, please be very cautious with rolling a
dice for the amount of monsters. Instead of rolling, consider 10- They cast a beneficial spell that blesses the party.
with having a set amount of monsters. 12 Add inspiration
13-
Random Encounters All bedrolls are filled with milipedes
15
d6 Result
16-
1 2 Roselings (CR 1/2 each) All party members clothes are suddenly swapped
20
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
31
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Armor Class 10
Hit Points 11 (2d8 +2)
Speed 5 ft
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.
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
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
32
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On the southern coast of the island of Vylbrand, under the leading to Middle La Noscea. A lift can transport
shadow of ancient cliffs worn by the relentless onslaught of adventurers to the Drowning Wench or the Airship Decks.
the Rhotano Sea, lies the marine city-state of Limsa A more secure lift also provides access to the Admiral's
Lominsa. Said to be blessed by the goddess of navigation, office in the Command Room.
Llymlaen, the city is spread out over countless tiny islands, The Octant - This open square is where the city-state's
each connected by sturdy bridges of iron and wood Aetheryte Crystal is located. Usually you see
construction, earning her the name the "Navigator's Veil" miscellaneous street performers, musicians, crafters, and
from traveling bards who have witnessed the city's beauty vendors that occupy this space.
Limsa Lominsa is a traditional thalassocracy, with power Lominsa, several NPC merchants have assorted basics. In
lying in the hands of the ruling party and its leader—Admiral addition, Market boards and retainer Summoning Bells
Merlwyb Bloefhiswyn. Its economy is driven by shipbuilding, are also available for players here.
fishing, and blacksmithing, but the majority of wealth comes Mealvaan's Gate - The customs and excise agency for the
from the lucrative shipping industry. city-state, which also functions as the Arcanists Guild
The Drowning Wench - A tavern and Adventurer's Guild,
gunnery range.
33
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appearance of a dangerous-looking group of men at the
- By Alexander_9211/AlessioCali
- By Deahfel
In the verdant city of Gridania all labor to keep the
Set in Ul'dah, this adventure is designed with newer players
Twelveswood safe and to live in perfect balance with nature...
in mind who may not have much experience with DnD 5E or
that is why the unsettling news of an horribly disfigured
Final Fantasy XIV. It has been written to make session
maiden's body found deep in its territory caused sudden
preparation as simple as possible by providing references
alarm among common folks and the city guard both. The
and maps where possible. As always, this module is a
Order of the Twin Adder immediately dispatches a task force
framework and can be adjusted as you see fit to fit your table
of young but promising recruits to the settlement of
and play style.
Bentbranch Meadows, in hope of shedding light on the
Adventurer Party Size: 5 Level 1 Players
macabre finding...
Game Length: 2-4 Hours
- Inspired by the dungeon Haukke Manor
https://homebrewery.naturalcrit.com/share/WgmY2Tfp2
Adventurer Party Size: 5 Level 4 Players
MPZrqvuzNalr4GR8eWM
- By Nate_Ranney
Mines.
abandoned those remaining in the pens, left for dead. Not all
Adventurer Party Size: 4-5 Level 4 Players
of them, however, met that fate, and now the tunnels are rife
Game Length: 4-6 Hours
with those who survived...as well as the tormented spirits of
https://homebrewery.naturalcrit.com/share/j6NgogNjxbOV
those who did not. The name comes from an ancient tongue,
https://homebrewery.naturalcrit.com/share/lxuxmrH6H
34
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
Requirement: You will need Tales of the Yawning Portal white dragon wyrmling to be Tyrant which is a dungeon boss
Sourcebook from D&D Beyond or a physical copy. of Pharos Siruis. Replace the Goblin Chief with Captain
crystalized
35
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
Thaumaturge guild for experimenting with infusing life with What’s going on with the crystal?
elemental energy; this is shunned because it could create
“In every person there are 6 elements; Lightning, Earth, Air,
tempering and is playing with primal energy. Since she didn't
“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”
36
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attach to gear in order to push its boundaries. It is an type of 2 Savage Might +1 to Damage
enchantment with various degrees of strengths. This section
3 Vitality +1 Hitpoints
is a heavy work in progress
For balance purposes and for scalability, there are 5 tiers of 4 Battledance +2 Health received upon being healed
Materia gems:
5 Filler Filler
Level 1 Common : designed for players Levels 1 to 5 6 Filler Filler
Level 2 Uncommon : For players level 6-10
7 Filler Filler
Level 3 Rare : For players level 11-15
Uncommon Materia
If a player were to access a high level materia below their
they unlock the higher tier versions until the maximum level
2 Savage Might II +2 to Damage
of the materia that they have on hand. If there is no available 3 Vitality II +2 Hitpoints (or 1d4)
level 1 version of the materia then they would not be able to
+4 Health received upon being
grasp its power until they reach the required level. 4 Battledance II
healed
5 Savage Aim II +2 to Hit
By default most pieces of equipment has only one slot of
6 Filler Filler
equippable materia. Armor has one slot and weapons has one
slot. Some craftable items can have two or more. But if an 7 Filler Filler
item does not mention materia slots then assume it has only
8 Filler Filler
one slot unless if it is an magical item.
keep the item but consume its magical properties then you 8 Filler Filler
will need to roll in the table below its rarity.
37
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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
Any spell is now a bonus action, 1/day
1 Quicktongue
use
Knight's You successfully dodge any physical
2
Oath attack, 1/day use
3 Filler Filler
4 Filler Filler
5 Filler Filler
6 Filler Filler
7 Filler Filler
8 Filler Filler
Materia Overdrive
spell. You suspect that using it again will break the wand"
past its limit. This can only be used on materia that has a
38
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. items and events to take part in
cursus consectetur sapien ac auctor. Ut at vehicula risus. Nam placerat tortor et semper auctor. Maecenas commodo ut
Integer non fermentum ligula, nec tristique ex. justo eu pulvinar. Donec vitae varius augue. Donec faucibus
maximus in. Pellentesque gravida porttitor convallis. Integer Nulla porttitor leo arcu, consequat fringilla velit tempus
hendrerit ornare mauris, non luctus nulla. Donec placerat egestas. Etiam enim justo, fringilla eu mattis non, molestie et
augue a nulla tincidunt, ac tincidunt metus lobortis. Nullam tellus. Proin vel feugiat ligula, eu iaculis odio. Mauris tempor
tellus diam, laoreet id pharetra scelerisque, ultrices sit amet risus quis sapien malesuada pulvinar. Donec mollis lacus non
orci. Duis id vehicula sem. Praesent non justo accumsan vestibulum volutpat. Cras facilisis ac lorem non dictum. Duis
tortor vehicula sollicitudin. Pellentesque mauris arcu, tincidunt ante non mi sagittis, quis placerat dolor feugiat.
hendrerit eu lobortis sed, tristique at sem. Suspendisse non tellus et ante dapibus convallis quis at diam.
Curabitur gravida, mi vitae pellentesque auctor, arcu risus Curabitur facilisis luctus diam, sit amet convallis elit viverra
accumsan dolor, eget aliquam nisl neque id enim. Mauris ac quis. Morbi scelerisque sem in consectetur pretium.
odio quam. Ut et risus quis orci dignissim pulvinar nec sed Maecenas nulla tellus, mollis non ullamcorper egestas,
mi. Etiam blandit erat eget volutpat molestie. In elementum tincidunt nec odio. Vestibulum sed sagittis ligula. Nunc
enim dui, in scelerisque diam aliquam eu. Sed vestibulum bibendum sed sapien ut ultricies. Morbi fringilla orci eget
aliquet urna, eget accumsan eros euismod ac. Maecenas lectus placerat gravida. Aliquam sed lectus velit. Nullam dolor
efficitur elit odio, et dapibus massa maximus ut. Donec arcu, feugiat in quam at, ornare posuere mi. Pellentesque
gravida id sem non dignissim. pellentesque tempus odio imperdiet interdum. Duis quis
eu massa.
39
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Lore finibus nibh, non pellentesque leo ligula vel odio. Nullam
items and events to take part in et congue leo ornare sit amet. Nam vitae augue sapien. Sed
Lore
Location
items and events to take part in Proin blandit diam et augue lacinia commodo. Pellentesque
Aenean pellentesque maximus tincidunt. Phasellus vel lacus gravida dolor neque, a pharetra metus gravida faucibus.
non purus eleifend suscipit. Etiam finibus orci non libero Maecenas rutrum hendrerit erat vel efficitur. Nullam et quam
accumsan vulputate quis auctor neque. Nulla nec commodo sed nunc maximus molestie. Maecenas gravida nibh tellus, id
purus. Phasellus at molestie ex, at semper risus. Aenean id egestas nunc condimentum nec. Suspendisse venenatis
velit mi. Aliquam aliquet vehicula pulvinar. Morbi posuere sed augue eleifend odio elementum rhoncus. Nulla maximus
nisi et tempor. Nunc non velit a enim dapibus consectetur. diam sit amet nisl elementum, ut facilisis sapien convallis.
Vivamus tristique, leo sed lacinia bibendum, nisi arcu Vivamus pretium enim sit amet mi ornare, nec dapibus
ultricies dui, vel iaculis turpis nibh nec lacus. Praesent sapien tempus.
fringilla feugiat. Etiam vitae elit a libero porttitor varius nec
vel turpis. Fusce hendrerit, tellus sit amet faucibus imperdiet, Donec consequat auctor tellus, eu cursus urna interdum a.
felis orci sollicitudin dolor, id elementum urna neque a neque. Donec varius venenatis sodales. Ut ut lorem ligula. Quisque
Month held (plus real world counterpart) finibus lorem, nec lobortis elit.
Lore
Location
items and events to take part in Mauris id sagittis erat. Sed dolor justo, sollicitudin a
Fusce commodo non lectus a dapibus. Nullam massa massa, Fusce ut neque libero. Vestibulum neque elit, suscipit id ex at,
facilisis sit amet iaculis a, interdum vitae sapien. Nam at fermentum fringilla ante.
nunc cursus, volutpat sapien sit amet, ultricies mi. Orci varius
40
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41
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
42
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
completely blown away by a single Bomb! STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 10 (+0)
any moment.
43
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
though he be high of body he is weak of virtue, and his heart Armor Class 15
is tarred with woodness. There are two varieties of Ogres Hit Points 114(12d10 + 48)
among the voidsent ogres. The flame bodied Hapalit, and the Speed 30ft.
lightning generating bolthorn
44
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Skills Stealth +6
Senses Darkvision 60ft., passive Perception 9
Languages Common, Spriggish
Small plant, unaligned Challenge 1/4 (50 XP)
Armor Class 15 Nimble Escape. The spriggan can take the Disengage
Hit Points 4d6+4 (17) or Hide action as a bonus action on each of its
Speed 30ft turns.
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
45
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Armor Class 17 (natural armor) Tentacle. Melee Weapon Attack:+7 to hit, reach 10 ft.,
Hit Points 157 (15d10 + 75) one creature. Hit: 15 (2d10 + 4) bludgeoning damage.
Speed 20ft 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
STR DEX CON INT WIS CHA throw, taking 36 (8d8) poison damage on a failed save,
or half as much on a successful one. On a failed save, a
18(+4) 12(+1) 20(+5) 3(-4) 16(+3) 6(-2) creature is also poisoned for 1 minute. While poisoned
in this way, a creature takes 5 (1d8) poison damage at
Saving Throws Con +9 the start of each of its turns and must spend its action
Skills Perception +7 retching and reeling. A creature can repeat the saving
Damage Vulnerabilities fire throw at the end of each of its turns, ending the effect
Damage Resistances acid on itself on a success. Creatures that do not need to
Damage Immunities poison breathe or are immune to poison automatically succeed
Condition Immunities blinded, deafened, paralyzed, on this saving throw.
poisoned
Senses blindsight 120ft.(blind beyond this radius); Solitary Sprouts. If anything good can be said about
passive Perception 17 malboros, it is the fact that they are solitary by nature.
Challenge 9 (5,000 XP) Malboros are territorial creatures, and will drive off or
kill others of their kind. They also view shambling
Stench. Any creature that starts its turn within 10 feet mounds as rivals and will try to eliminate any that
of the malboro must succeed on a DC 17 Constitution encroach upon their territory.
saving throw or >be poisoned until the start of its next
Ravenous Horrors. A malboro does not photosynthesize
turn. On a successful saving throw, the creature is
like a normal plant, instead deriving all its nutrients
immune to the malboro’s stench for 24 >hours.
from the creatures it devours. During daylight hours it
will seek out and consume any animal smaller than
Actions itself, digesting them within its disgusting maw. At
Multiattack. The malboro makes three attacks: two with night the malboro plants its tentacles into the ground
its tentacles and one with its bite. and becomes dormant.
46
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This growth provides the creature with a measure of Armor Class 16 (Natural Armor)
camouflage, and, in return, the goobbue keeps the vegetation Hit Points 22 (4d8+4)
moist during the drier seasons with water scooped up in its Speed 20ft
hands. Though seemingly placid, the goobbue is a relentless
Skills Stealth +4
Senses Passive Perception 9
Challenge 1/4 (50xp)
Large giant, unaligned - Credit to Avid Actions
Shatter (Recharge 5-6) Melee Weapon Attack: +0,
Armor Class 15 (Natural Armor) Reach 10ft radius
Hit Points 84 (8d10+40) Hit: 6 (1d8+2) Thunder damage
Speed 30ft 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
STR DEX CON INT WIS CHA on that point must make a Constitution saving throq
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) (DC 10). Take half damage on a successful save. A
creature made of inorganic material such as stone,
Skills Perception +2 crystal, or metal had disadvantage on this saving
Damage Resistances Bludgeoning throw.
Senses Passive Perception 12 Bite Melee Attack +2, Reach 5ft, One target
Challenge 3 (700xp) Hit 4 (1d4+2) Piercing damage
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Eorzea but are most prominent in The Black Shroud, a forest Armor Class 11
said to be created for them specifically by Nophica. They are Hit Points 12 (6d4)
revered by the citizenry of Gridania and it is by their grace Speed fly 30 ft. (hover)
that the city-state continues to exist. The seedseers maintain
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Cold Gaze : If a creature starts its turn within 30 feet Bite : Melee Weapon Attack: +8 to hit, reach 5 ft.,
of the peiste and the two of them can see each one target. Hit: 18 (4d6 + 3) piercing damage plus
other, the peiste can force the creature to make a 10 (3d6) poison damage.
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 Peistes never stop growing, and those that live long enough
saving throw at the end of each of its turns, ending
eventually grow into a Dire Peiste, much larger and tougher
the effect on itself on a success.
than the younger members of their species, they are indeed a
Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., used to make jewelry and magical items, few live long enough
one target. Hit: 10 (2d6 + 3) piercing damage plus to grow into a dire peiste.
7 (2d6) poison damage.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+3) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 8 (-1) 15 (+2) 16 (+3) 13 (+1) 2 (-4) 11 (+0) 3 (-4)
Keen Smell. The Coeurl has advantage on Wisdom Ambusher. The mantis has advantage on attack rolls
(Perception) checks that rely on smell. against any creature it has surprised.
Pounce. If the Coeurl moves at least 20 feet straight Keen Sight. The mantis has advantage on Wisdom
toward a creature and then hits it with a claw attack (Perception) checks that rely on sight.
on the same turn, that target must succeed on a DC
Spider Climb. The mantis can climb difficult surfaces,
13 saving throw or be knocked prone. If the targt is
including upside down on ceilings, without needing
prone, the panther can make one bite attack against
to make an ability check.
against it as a bonus action.
Surprise Attack. If the mantis surprises a creature and
Actions hits it with an attack during the first round of
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one combat, the target takes an extra 10 (3d6) damage
target. Hit 5 (1d6 + 3) piercing damage from the attack.
As mantis sightings in Eorzea coincide with the time period
most likely attached to the reeds from which the clan wove its
sea ships.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 1 (-5) 10 (0) 1 (-5) 16 (+3) 7 (-2) 15 (+2) 4 (-3) 10 (0) 5 (-3)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (0) 5 (-3) 15 (+2) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 5 (-3) 18 (+4) 14 (+2) 18 (+4) 2 (-4) 16 (+3) 5 (-3)
Senses darkvision 30 ft, passive Perception 11 Senses darkvision 30 ft, passive Perception 13
Languages -- Languages --
Challenge 1 (200 XP) Challenge 3 (700 XP)
Actions Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one Multiattack The Hellbender makes two Bite attacks
target. Hit 6 (1d8 +2) piercing damage.
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one
Multiattack The Mudpuppy makes two attacks target. Hit 6 (1d8 +2) piercing damage.
Bog Bomb (Recharge 5-6) . Ranged or Melee Attack: Bog Bomb (Recharge 5-6) . Ranged or Melee Attack:
+5 to hit, reach 5 ft, or range 15/30ft., one target. +6 to hit, reach 5 ft, or range 15/30ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage. The Hit: 13 (2d8 + 4) bludgeoning damage. The
Mudpuppy spews forth sludge dealing damage in a Hellbender spews forth sludge dealing damage in a
15ft radius. Players make a Dex save (DC11) to 15ft radius. Players make a Dex save (DC12) to
avoid being hit, taking full damage on a fail. The area avoid being hit, taking full damage on a fail. The area
of the attack becomes difficult terrain for 1d4 turns. of the attack becomes difficult terrain for 1d4 turns
Peculiar Light (Recharge 6) . Melee Spell Attack: +3 Bubble Breath (Recharge 5-6). The Hellbender
to hit, reach 10 ft, radius Hit: 14 (2d12 + 1) psyhic exhales a blast of water in a 15-foot cone. Each
damage. Players must make a CON save and on a creature in that area must make a DC 14 Dexterity
fail, they take full damage and are blinded. On a saving throw, taking 17 (3d8 + 4) cold damage on a
success, they take half the damage and are not failed save, or half as much damage on a successful
blinded. 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.
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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.
Drakes are vicious and unrelenting hunters, often tracking
Guivres.
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The hulking Amalj'aa are a race of nomadic beastmen who Medium humanoid (Amalj'aa), Lawful Evil
inhabit the grasslands of Paglth'an, where they subsist by
hunting the native wildlife. These worshippers of the primal Armor Class 16 (natural armor)
Ifrit believe that the region of Thanalan has been purified by Hit Points 26 (4d8 + 8)
sacred flame. In their efforts to reclaim this holy land, Speed 30 ft.
Amalj'aa warriors have clashed time and again with the
Haymaker : Melee Weapon Attack: +5 to hit, reach 5 Boh castes of the Amalj'aa serving as both hunters and
ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage warriors depending on the situation.
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.
nomadic tribes.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (0) 17 (+3) 15 (+2) 16 (+3) 8 (-1) 15 (+2) 10 (0)
Saves Intelligence +5, Wisdom +3 Skills Acrobatics +4, Athletics +5 Survival +4,
Skills Arcana +5 , Athletics +3, Religion +5 Damage Resistances Fire
Damage Resistances Fire Senses passive Perception 14;
Senses passive Perception 13; Languages Amaljic,
Languages Amaljic, Challenge 4 (1,100 XP)
Challenge 3 (700 XP)
Stunning Strike (Recharge 5–6). When the amalj'aa
Unstable Aether (5/Day) When the Amalj'aa hits a target with a melee weapon attack, the target
Thaumaturge cast's a spell, it may choose to reroll must succeed on a DC 13 Constitution saving throw
any damage die that resulted in a 1 or a 2. It must or be stunned until the end of the amalj'aa’s next
use the resulting rolls. turn.
Spellcasting The Thaumaturge is a 5th level Unarmored Defense. While the Pugilist is wearing no
spellcaster. Its spellcasting ability is Intelligence armor and wielding no shield, it's AC includes its
(spell save DC 13, +5 to hit with spell attacks). It Wisdom modifier.
has the following Black Mage spells prepared:
Cantrips (at will) : create bonfire, fire bolt, mage
Actions
hand, thaumaturgy Multiattack : The Amalj'aa makes three melee
attacks: two with it's unarmed strike and one with
1st level (4 slots): chromatic orb, shield, sleep, it's haymaker.
witch bolt
2nd level (3 slots): Aganazzar's scorcher, Unarmed Strike : Melee Weapon Attack: +5 to hit,
blindness/deafness, heat metal, scorching ray, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
Snilloc's snowball swarm damage. If the Amalj'aa scores a critical hit, it rolls
the damage dice three times, instead of twice.
3rd level (2 slots): call lightning, counterspell,
fireball, hold person, sleet storm Haymaker : Melee Weapon Attack: +5 to hit, reach 5
ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage
Actions and the target must make a DC 13 Strength saving
throw or be pushed up to 10 feet away from the
Staff : Melee Weapon Attack: +3 to hit, reach 5 ft., amalj’aa and knocked prone. If the Amalj'aa scores a
one target. Hit: 7 (1d8 + 1) bludgeoning damage. If critical hit, it rolls the damage dice three times,
the Amalj'aa scores a critical hit, it rolls the damage instead of twice.
dice three times, instead of twice.
Haymaker : Melee Weapon Attack: +3 to hit, reach 5
Reactions
ft, one target. Hit: 6 (1d6 + 1) bludgeoning damage Deflect Missile In response to being hit by a ranged
and the target must make a DC 13 Strength saving weapon attack, the amalj'aa deflects the missile. The
throw or be pushed up to 10 feet away from the damage it takes from the attack is reduced by 1d10
amalj’aa and knocked prone. If the Amalj'aa scores a + 4. If the damage is reduced to 0, the adept
critical hit, it rolls the damage dice three times, catches the missile if it’s small enough to hold in
instead of twice. one hand and the adept has a hand free.
summoning.
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17 (+3) 15 (+2) 16 (+3) 18 (+4) 16 (+3) 15 (+2) 5th level (1 slot): Destructive Wave,
Unstable Aether (6/Day) When the Fortune-teller cast's a
Saves Intelligence +5, Wisdom +7 spell, it may choose to reroll any damage die that
Skills Arcana +8,Perception +7, Religion +8 resulted in a 1 or a 2. It must use the resulting rolls.
Damage Resistances Fire Wildfire Idol : The Zahar'ak Fortune-teller, and all allies
Condition Immunities Fear within 30 feet of the Zahar'ak Fortune-teller have
Senses passive Perception 18; advantage on saving throws and are immune to the fear
Languages Common, Amaljic condition, and their weapon attacks deal an additional
Challenge 6 ( 2,300 XP) 1d4 damage on their melee or ranged weapon attacks.
raised solely in the presence of a drake whisperer while being Saving Throw DC: The save DC is 13 across all
weaned on the incendiary glands of aged battle drakes to colors.
ensure it is both submissive and deadly.
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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.
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with Gridania.
The Ixal are lithe in stature, and feature horns and a STR DEX CON INT WIS CHA
toothed beak. For reasons unknown, after their exile from the
airships.
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 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.
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Armor Class 17 (natural armor) Armor Class 11 (14 with mage armor)
Hit Points 55 (6d8+19) Hit Points 28(5d8+9)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 9 (-1) 12 (+1) 10 (+0) 14 (+2) 16 (+3) 11 (+0)
Skills Athletics +6, Insight +5, Nature +4, Survival +5 Saving Throws Int +4, Wis +5
Damage Resistances thunder Skills Arcana +4, Nature +6, Religion +4
Senses passive Perception 11 Damage Resistances thunder
Languages Common, Ixali Senses passive Perception 13
Challenge 4 (1,100 XP) 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 Aetheric Surge (3/day). When the Ixali Fearcaller
gusts of wind. For 1d4 rounds, it has +5 to hit and casts a spell, it may choose to reroll any damage die
its critical range is lowered to 19. that resulted in a 1 or a 2. It must use the resulting
rolls.
Actions Spellcasting. The mage is a 5th-level spellcaster. Its
Multiattack. The Wildtalon makes two attacks with spellcasting ability is Wisdom (spell save DC 13, +5
its Spear to hit with spell attacks). The mage has the
following spells prepared:
Greataxe. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 14 (2d10 + 3) slashing damage. Cantrips (at will): Gust, blade ward, booming blade,
Coming Storm (Recharge 5-6). The Ixal gathers the magic stone
energy of the wind and makes an additional attack 1st level (4 slots): Chromatic Orb, mage armor,
roll. feather fall, earth tremor, fog cloud
2nd level (3 slots): Dust Devil, Shatter, Warding
Reactions Wind
3rd level (2 slots): Haste, thunder step, Wind Wall
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
Actions
attack is reflected back towards the attacker at half Multiattack. The Fearcaller makes two attacks with
strength. 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.
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Spiritbonded Weapon Nael can summon her Teleport Nael uses the Teleport action
Bradamante to her hand as a bonus action. This ability Fierce Ravens Beak Nael Recharges her Ravens Beak and
works regardless of whether or not they are seperate by uses it. If succeefull, it automatically crits.
different planes of existance.
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
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above the island and rains dark violet orbs across the
The region around Rivenroad is warped by Dalamud's
radius of Rivenroad.
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Small imperial warmachina (construct), unaligned
Actions
Assault Cannon. Ranged Weapon Attack: +5 to hit,
reach 30 ft., one target. Hit: 5 (1d4+3) force
damage.
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strength, the Reaper-class is employed in a wide range of Creature Capacity 1 Medium Creature
tasks, ranging from longe-range solo reconnaissance to large- Armor Class 18 (16 while motionless)
scale shock troop assaults. Hit Points 200 (damage threshold 5, mishap
In 1572, at the very beginning of the Seventh Umbral Era,
threshold 10)
the XIVth Imperial Legion exercised use of the Reaper -class
Speed 60ft.
to great effect during the Battle of Carteneau. The hulking
ground troops while unleashing volley after volley of cannon 15 (+2) 14 (+2) 17 (+3) 0 0 0
fire into the Eorzean lines.
Despite being replaced by the Predator -class in recent Damage Immunities poison, psychic
times, the Reaper-class is expected to remain a mainstay in Condition Immunities blinded, charmed, deafened,
the imperial army with its iconic design and decades-long frightened, paralyzed, petrified, poisoned,
service history.
stunned, unconscious
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improve its close-quarter combat capabilities and also Large vehicle (2,500pz), imperial warmachina
features simplified armor plating for enhanced mobility.
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C
reatures created out of excess aether,
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Armor Class 17 (natural armor) Claw Attack. Ifrit makes a claw attack.
Hit Points 237 (19d12 + 114) Incinerate Attack. Ifrit makes an Incinerate attack.
Speed 40 ft., climb 40 ft.
Primal Tempering. Ifrit attempts to temper those around
him. Each creature of Ifrit's choice that is within 120
STR DEX CON INT WIS CHA feet of the Ifrit must succeed on a DC 18 Wisdom
saving throw or gain one level of Enthrallment. If a
23 (+6) 8 (-1) 23 (+6) 16 (+3) 13 (+1) 21 (+5) creature's saving throw is successful two times during
the same encounter, the creature is immune to the
Saving Throws Dex +4, Con +11, Wis +6, Cha +10 Ifrit's Primal Tempering for the next 24 hours.Ifrit can
Skills Intimidation +10, Perception +11 only use Primal Tempering once per round.
Damage Immunities fire Hellfire (Costs 2 Actions). Ifrit allows the firey aether of
Condition Immunities charmed, exhaustion his body to burn out of control expanding out of him in
Senses blindsight 60 ft., darkvision 120 ft., passive a 60-foot sphere. Each creature in that area must make
Perception 21 a DC 20 Dexterity saving throw, taking 56 (16d6) fire
Languages Common, Ignan damage on a failed save, or half as much damage on a
Challenge 15 (13,000 XP) successful one. Ifrit can only use Hellfire after his
health has reached 50%(118 hp) or lower. Ifrit can only
Legendary Resistance (3/Day). If the dragon fails a saving use Hellfire once a day.
throw, it can choose to succeed instead.
Infernal Nail (1/day). Whenever Ifrit's health reaches
Lair Actions
50%(118 hp) or lower he automatically summons a When fighting inside its lair, Ifrit, lord of the inferno can
standard of crystalized fire-aspected aether in an open invoke the ambient magic to take lair actions. On
space within 30 ft. of himself that he can see. The nail initiative count 20 (losing initiative ties), Ifrit, lord of
begins to rapidly heat up, exploding on Initiative count the inferno can take one lair action to cause one of the
0 of the 6th round after it is summon unless destroyed. following effects:
When it explodes in a raging torrent of fiery aether, all
creatures in a 120 ft. spherical radius of it take 12d6 Eruption. A 20 ft. radius under one of Ifrit's enemies
fire damage. The Infernal Nail has an AC of 14, 50 hit glows in a concentration of fire-aspected aether. On
Points and automatically success any saving throws. Initiative count 0 the radius erupts in a 40 ft. high,
The Infernal Nail is immune to damage from Ifrit. 20 ft. radius pilar of Fiery aether. any creature in the
eruption area must make a DC 15 Dexterity saving
Actions throw, taking 21 (6d6) fire damage on a failed save,
or half as much damage on a successful one.
Multiattack. The Ifrit, Lord of the Inferno makes one
incinerate attack and two claw attacks. Radiant Plume (Inner). The fire-aspected aether
surrounding Ifrit gathers in the center of the lair
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one inside a 60 ft. radius. On Initiative count 0 the radius
target. Hit: 15 (2d6 + 6) slashing damage plus 8 (1d4 + erupts in a 40 ft. high, 60 ft. radius pilar of Fiery
6) fire damage. aether. any creature in the eruption area must make a
DC 15 Dexterity saving throw, taking 21 (6d6) fire
Incinerate. The Ifrit exhales a torrent of scorching
damage on a failed save, or half as much damage on
flames in a 15-foot cone. Each creature in that area
a successful one.
must make a DC 20 Dexterity saving throw, taking 15
(2d8 + 6) fire damage on a failed save, or half as much Radiant Plume (Outer). The fire-aspected aether
damage on a successful one. surrounding Ifrit gathers in the outer rim of the lair
outside a 60 ft. radius. On Initiative count 0 the
Reactions outside of the radius erupts in a 40 ft. high, 60 ft.
Vulcan Burst. Once per round, when a creature damages radius eruption of Fiery aether. any creature in the
Ifrit, he may realese a forceful heatwave from its body. eruption area must make a DC 15 Dexterity saving
Each creature within 20 ft. of Ifrit must succeed on a throw, taking 21 (6d6) fire damage on a failed save,
DC 20 Dexterity saving throw, taking 13 (2d6 + 6) fire or half as much damage on a successful one.
damage and be knocked back 20 ft. and taking half the Ifrit, lord of the inferno only uses Eruption while over
damage without being knocked back on a success. 50% of its health (118 hp). Otherwise he alternates
Legendary Actions between Radiant Plume (Inner) and Radiant Plume
(Outer).
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23 (+6) 24 (+7) 19 (+4) 10 (+0) 21 (+5) 18 (+4) Kick. Garuda makes a Kick attack.
Friction. Garuda releases a concentration of wind aspected aeter at an
Saving Throws Dex +12, Wis +10, Cha +9 enemy. the target and each creature within 5 feet of it must succeed on a
Damage Resistances bludgeoning, piercing, and slashing DC 18 Dexterity saving throw or take 9 (2d8) bludgeoning damage.
from nonmagical attacks
Damage Immunities poison, thunder Downburst (Costs 2 Actions). Garuda makes a
Condition Immunities exhaustion, grappled, paralyzed, Downburst attack with out its recharge.
petrified, poisoned, prone, restrained, stunned Primal Tempering. Garuda attempts to temper those around him.
Senses passive Perception 15
Each creature of Garuda's choice that is within 120 feet of him must
Languages Auran, Common
succeed on a DC 18 Wisdom saving throw or gain one level of
Challenge 15 (13,000 XP)
Enthrallment. If a creature's saving throw is successful two times during
the same encounter, the creature is immune to the Garuda's Primal
Legendary Resistance (3/day). If Garuda fails a saving
Tempering for the next 24 hours. Garuda can only use Primal Tempering
throw, it can choose to succeed instead.
once per round.
Magic Weapons. Garuda's weapon attacks are magical.
Slipstream. A blast of windy aether leaves Garuda's hand and travels
Flyby. Garuda doesn't provoke opportunity attacks when towards in a 30ft. long and 5 ft. wide line. the first creature in the must
it flies out of an enemy's reach. make a DC 18 Dexterity saving throw, taking 16 (2d8 + 7) bludgeoning
Aerial Blast. Whenever Garudas's health reaches 50% (105 hp) she damage on a failed save and being stunned till the end of the turn, or half
intimidatingly teleports to the center of the battlefield. At initiative count as much damage on a successful one and not being stunned. Garuda can
0 a Cyclone of pure wind aspected aether burst outwards form her in a only use slipstream once per turn.
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
Lair Actions
damage. Garuda is temporally restrained and immune to damage from the When fighting inside its lair, Garuda, lady of the vortex
moment she teleports until the end of the turn. After Aerial Blast all can invoke the ambient magic to take lair actions. On
remaining pillars crumble into dust. initiative count 20 (losing initiative ties), Garuda, lady
of the vortex can take one lair action to cause one of
Eye of the Storm. The volatile aether released from Aerial Blast the following effects:
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 Fair Combat. in a show of sportsmanship Garuda, Lady of the Vortex
remains. Any creature that starts its turn outside the range takes 13 (3d8) uses the aether surrounding her to raise 4 pillars of stone at the
bludgeoning damage. While Eye of the storm is active Garuda will teleport corners of a 30 ft. cube surrounding the center of the battlefield. Each
to the center of the battlefield when using Mistral song and will face the pillar is a cylinder that has a diameter of 5 feet and a height of up to
either the northern and southern edges of the Battlefield. additionally 30 feet. Each pillar has 5 AC and 50 hit points. When reduced to 0 hit
every time Garuda uses Razor plume they appear evenly distributed 5 ft. points, a pillar crumbles into harmless dust. Fair Combat its always the
around her. first Lair action that Garuda takes and can only be taken once per
combat.
Actions Mistral Song. Garuda teleports to the edge of the battlefield and on
Multiattack. Garuda makes three Kick attacks. If available, it can use initiative count 0 releases a blast of Airy aether in a line that is 120 ft.
Whirlwind Blast in place of one of these attacks. 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
Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one saving throw or take 62 (10d10 + 7) thunder damage. Every time
target. Hit: 16 (2d8 + 7) bludgeoning damage.
Garuda uses Mistral Song she alternates between the northern and
Downburst (Recharge 5–6). Garuda makes one Kick attack. On a southern edges of the Battlefield.
hit, the target takes an extra 18 (4d8) force damage.
Razor Plumes. Garuda concentrates the air aspected aether
Wicked Wheel (Recharge 6). All other creatures within 15 ft. of surrounding her into 6 razor plumes. the razor plumes concentrates
Garuda must each make a DC 18 Dexterity saving throw, taking 20 (3d8 + their attacks on nearby structures if their are not attacked by other
7) bludgeoning damage on a failed save, or half as much damage on a creatures. Every time Garuda uses Razor plume they appear evenly
successful one. distributed, either 5 ft. around her or 60 ft around the center of the
battlefield.alternating witch with every use of Razor Plume.
Reactions
Garuda, lady of the vortex can't use the same effect
two rounds in a row.
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75
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Authored by It's Naga.
You know how to further use aetherologists’ tools to read the
physical evidence.
With this variant feature, the granted proficiency of
examining the aether within living beings. You are easily able
TBC
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and gatherers as well. You may see this feature extended to other locations by
TBC
Your local proprietor is Baderon Tenfingers, a Midlander man
Your local proprietor is Momodi Modi, a Dunesfolk woman of
the Steps of Nald of Ul'dah, searching for her sage advice and
Your local proprietor is Mother Miounne, a Wildwood woman
Your local patron is Slafborn Rhotweitzsyn, a Sea Wolf man
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passion of breeding, training, and caring for their feathered 4 Compassion. Kweh! Gasp It looked at me! (Good)
friends that takes priority above all.
Greed. If you're interested in a spot of fun, we like to
5
Skill Proficiencies: Animal Handling, Nature.
make these things race. (Evil)
Tool Proficiencies: Vehicles (Land) Kinship. Chocobos are our very best friends, we take
6
Equipment: A chocobo mask, a set of yellow work clothes, care of one another. (Good)
a head of gysahl greens, a riding saddle, and a pouch
chocobo. 6 TBC
d6 Flaw
A Chocobokeep is responsible for caring for and providing
1 TBC
services related to Chocobos, including management of
6 TBC
d8 Personality Trait
Chocobos are my favourite topic, I will talk at length
1
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
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You realized at a young age that you were open to the A man must gaze not upon the eyes of a dragon. A man must
whisperings of the elementals. You've heard everything from hearken not the words of a dragon. A man must lay his hands
their rage to their pleasure as the cycles of nature ebbed and not upon the flesh nor blood of a dragon. A man must not
flowed. This gift was recognized by those around you, who denounce Halone in favor of another god...
nurtured and encouraged it as you grew up in hopes that you The doctrine of the Holy See is extensive and absolute, and
would become a leader in Gridanian society. as an one of its inquisitors, you are a warrior of the Church
"The Lambs of Dalamud, a cult that emerged shortly before
the Calamity, and taken the lesser moon for their god. The
As an inquisitor of the Holy See, you have the authority to
heresy within the territory of the Holy See. You are expected
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savages of Eorzea and Othard best beware, for even the walls
have ears.
choice.
You are assigned the imperial rank of eir, which is officially
superior whom holds the rank of goe. You may request any
requests.
With this variant feature, the granted proficiency of
TBC
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(Land).
Languages: Garlean.
500 gil.
You are assigned the imperial rank of jen, which is officially
Predator-class.
You are assigned the imperial rank of kir, which is officially
of Allagan tomestones.
You have chosen to apply your knowledge of magitek to the
82
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blood. These few are Revolutionaries, and they need not walk
alone. You are adept in using rhetoric to stir the hearts of your
Choose a tale below that inspires you, or one that you have fellow people. From bare facts to utter exaggerations, you
been involved in: know how to work your audience and reshape their
those sympathetic to your cause, who may offer you aid in the
Of the loyal blades, who mustered a resistance during the form of provisions, shelter, information, or currency. Some
initial occupation, only for their homes and those they had may risk their lives to help you, but most will not.
Of the branded heretics, resolute individuals ostracized from TBC
who shake the firmament and fight for truth and all, even for
Of the nation far to the east, who leapt at a chance
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step further - why only report the news when you can venture
The foremost paper in Limsa Lominsa, reporting on matters
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
’
The premier paper in the commercial hub of Ul'dah, The
Gridania's leading tabloid, The Raven prides itself on its fleet-
Insight or Persuasion.
You know your city-state like the back of your hand, so when
information or comment.
TBC
84
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For many years, the Garlean scientist Aulus mal Asina sought Sharlayan, the Old World, is a city-state located far to the
to overcome his peoples’ inherent inability to wield aether. northwest on an archipelago across the Bloodbrine Sea. A
The Resonatium was constructed in the mountains of Ala nation that prizes knowledge, learning, history, magic, and
Mhigo and after capturing Krile Baldesion, mal Asina science, Sharlayan has been the world’s frontrunners in all
succeeded in templating her Echo and implanting it into new fields of study.
test subjects. After many years of study, you are one of the Studium's
Whether you are an imperial sympathizer who volunteered many alumni, ready to venture across the seas and apply your
for this dangerous procedure or confined within a magitek knowledge for the betterment of all, or perhaps, to serve your
pod, drifting in and out of consciousness until brought to the own agenda. Choose one from the table below:
confines, you have become Resonant. You gain one level of Skill Proficiencies: One based on your choice above.
The Echo with two bonus Foretelling Dice, and use of the Language: One of your choice.
Eye of Resonance cantrip. Tool Proficiencies: Calligraphers' Tools and one musical
TBC
85
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which the world has never seen. You would walk its streets
wrought by fear itself. High above the chaos, you bear witness
choice.
gil.
Whenever you make an Intelligence (History) check, your
Should you acquire The Echo feat, you will also gain the
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
lost, and your racial traits may change. Additionally, you will
TBC
86
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hold.
1st Level Faerie Fire, Goodberry
Your Book of Shadow has a Moogle motif and every time you
Your blade has a Moogle motif and every time you draw or
You have an actual Moogle as a "familiar". Depending on the
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Credit to BadIdea
Your patron is Ifrit, the Lord of the Inferno, the primal of Starting at 14th level, as an action you can cause a massive
the Amalj’aa. Prone to savagery and a blazing passion, Ifrit is explosion centered around you as you channel the raw power
one of the most unstable of the primals. His flames scorch his of Ifrit. Each creature in a 30-foot-radius sphere centered on
foes to dust and cinder. His interest in you may have many you and your Infernal Nail must make a Dexterity saving
original reasons, but the end result is the same: To watch the throw against your spell save DC. A target takes 1d6 fire
World Burn. damage per Warlock level on a failed save, or half as much
damage from one source in this way, either from you or the
Infernal Nail.
1st Level Flaming Hands, Searing Smite
Once you use this feature, you can't use it again until you
2nd Level Flaming Sphere, Heat Metal (Dragon's Breath
finish a long rest.
XGE)
XGE)
Starting at 1st level, the Lord of the Inferno has granted a
proficient with this weapon, and may use this weapon as your
level to a d10.
When you cast a spell of 1st level or higher, you may make
At 1st level, you gain the following benefits:
You learn the Fire Bolt Cantrip if you do not already know
it.
Starting at 6th level, as an action you may summon an
Infernal Nail at a location you can see within 30ft of you. The
within, 10ft of the Nail takes 1d12 fire damage. You may have
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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.
can use a reaction before the effect takes place to activate it.
Healing, consumable
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
89
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but a cloak could not be made to look like a book. The objects
object.
Wondrous item, uncommon - Credit to Vivid_Steel
an illusion school spell, then the action fails and the dispeller
is not consumed.
90
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Adventuring Gear, Uncommon
Imperial technology, Rare
A thin rectangular piece of what appears to be cermet.
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92
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93
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Eorzean/Ishgardian/Doman) AC 12
Weapon, rare (requires attunement) - credit to Vivid_Steel
stop them.
Element Title
Lightning Thunder . . .
Fire Hellfire . . .
Earth . . . of Crags
Ice Hailstorm . . .
Water Torrent . . .
Air Slipstream . . .
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Components: V, S
Casting Time: 1 action You send a hunk of stone at a creature or object within
Range: 100 feet range. Make a ranged spell attack against the target. On a hit,
Duration: Instantaneous increases damage by 1d8 when you reach 5th level (2d8),
You send a small ball of aetherlcaly charged air at a 10th level (3d8), and 15th level (4d8).
creature or object. The air buffets the target with great force. Credit to ElenoreFanGirl
1d4 slashing damage at the start of its turn for the next three
rounds.
Credit to ElenoreFanGirl
Resonant Experiment cantrip
Range: 30 feet
Duration: 1 round
before the start of your next turn, the effect ends and all
against you.
1st-level adjuration
Range: Touch
Duration: 8 hours
Credit to ElenoreFanGirl
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ElenoreFanGirl
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Once again Rukako casts Fireball but she wants to use a 5th
level spell slot so she uses an Earth crystal. The fire changed
New feats are presented here in alphabetical order for groups
to Earth as the crystal is consumed and the Earthball
that use them.
shatters in the middle of the group hitting the skeletons with
You may select this feat multiple times, increasing its level.
the level of your Echo and record the number rolled, these
are your Foretelling Dice. You may replace any attack roll,
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.
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.
Credit to ElenoreFanGirl
If you cast a spell at a higher spell slot than the original spell
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
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
using GM Binder.