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FFXIV World Compendium

 
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

tell their own version of this story. FFXIV x D&D Subreddit at

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.

This source book is a fan love letter, we made this because

of the love of the world that Square Enix put together for

Final Fantasy, I do not take credit for anything that is in this



document and this is purely a fan made compilation of the This book is under heavy work in progress, as a result the

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

ideas that are brought up by me that are completely optional, constructive.

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.

from and scenarios will have different story hooks depending

on GM choice so please be mindful of this.

Please support both SilentSoren and the original game



Final Fantasy XIV. Vivid_Steel

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

Sync Weaver's Youtube Channel

In-game text

ffxiv.gamerescape.com

ffxiv.consolegameswiki.com

Lore Compilations by MirkeMenagerie

Lore timeline from TheWorstAvatarEver

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



The community has worked extensively on D&D works

realted to FFXIV. Here is a couple of projects we wish to

promote.

FFXIV Class & Race Compendium by SilentSoren -

https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv

Inkarnate Eorzean Maps by Vanity Ruins -

https://inkarnate.com/p/45zy71--vanity-ruins/

Lore Compilations by MirkeMenagerie -

https://mirkemenagerie.tumblr.com/

Lore Timeline by TheWorstAvatarEver -

https://docs.google.com/document/d/1dp-

A8gVLGmqxLXu1e_Z6ycDBQljYaGYK-BWgFqkgjac/edit#/

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 Seasonal Events

Activities
Hydaelyn and Zodiark


The Source

 Demonic Entities

Ahriman

Dieties and Calamities


Natural Creatures
Diety Domains

Beasttribes
Calendar, Currency, and Languages

Amal'jaa

Magic
Ixali
The Lifestream

Primals
Aetherology

Aetherytes and Aetheryte travel



Elemental Crystals

Player Backgrounds
Primals, Tempering, and Untempering

Warlock Patrons
Travel

Chocobo Breeds

Airships Magical Items

 
The Three Grand Companies Elemental Weapons

Other City-States 


The City of Gridania

Landmarks Feats

Gridanian Factions

Merchants and Guilds

The Black Shroud

Central Shroud


Featured Adventures

Adventure Reworks

Sunless Citadel


Materia

Materia Overdrive

Downtime Activities

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




 For there is light, so too must be darkness and for as long as

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

it split the world into 13 shards, this event is called the

 Sundering. For now, Zodiark lies improsioned on the moon

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

Sundering and bring all 13 shards whole again. Once this

 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.

forth from but a speck of matter, this matter formed to

become a crystal and overtime that crystal grew. The gem 
started to grow a consciousness and had but one thought, life 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,

they have hidden agendas revolving around their deity

 Zodiark. They generally appear wearing masks and black

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

came from Hydaelyn like flowing water, mountains burst

from within her, waters sprung out and created oceans and

rivers, winds gushed out and mixed with both earth and 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

supernatural disasters. To halt it, the Ancients combine their

 powers to bring forth an incarnation of the will of the Star,

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

will and created evil. This is not a product of Hydaelyn, but

something else; something more malicious and devoid of 


love. This evil came from something that is ancient as Nobody truly knows how the world was formed, The Ascians

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

Compendium from SilentSoren really up to the DM.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 The Black Shroud, also known as the Twelveswood , is a

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.

thirteen reflections were sundered.

There are three main continents; Ilsabard , the continent



In the southern reaches of Aldenard is a large arid region
on which the Garlean Empire was founded; Othard , a
called Thanalan. In it's southern most reaches lies the great
continent whose nations subjugated and absorbed into the
Sagolli Desert and far to the east is Pagl'than, ancestral
Empire around twenty-five years prior to the game, and
home of the Amal'jaa.
Aldenard , home to the realm of Eorzea and the main

explorable continent of the game thus far. The city-state of Ul'dah is located in these deserts. It is a

popular location for visitors to partake in its fighting arenas

 and gambling halls. The Ul'dahn culture is known for its

affluence. Despite historically being claimed sovereign by the


is comprised of Aldenard, the westernmost of the Three
sultan, it is under the rule of the Syndicate , an elite group
Great Continents, and its surrounding islands, the realm of
comprising of the six wealthiest and most influential
Eorzea has been the cradle of several unique civilizations
members of society.
throughout history. Towering mountains dominate the north,

their peaks forever lashed with icy winds; to the south, a

bleak expanse of unforgiving desert holds sway.

PART 1 | EORZEA

2
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
Located near the west-center of Aldenard is Mor Dhona. This In the north-east of Aldenard lies Gyr Abania, a dry and

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

creation of the burgeoning town of Revenant's Toll. Three Grand Companies.

 
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

 foggy wetlands such as Gangos. Though it was once

populated by many smaller nations, most have been


A region to the east of Coerthas featuring a temperate
subjugated by Garlemald and become its territories.
climate. The Dravanian Forelands and the floating isles

around the peak of the mountain Sohm-Al have long been


The capital city of Garlemald itself is in the north.
the territory of the broods of Hraesvelgr and Nidhogg. The
Bozja, the homeland of the Hrothgar, is in the far
Dravanian Hinterlands fall outside of this area, and
southeast near the Othardian kingdom Dalmasca. In
subsequently allowed scholars from Sharlayan to found an
addition to Hrothgar it is also known to be home to Hyur
outpost here of the same name. Since it's abandonment, a
and Roegadyn.
group of goblins and adventurers have made an alliance to
Bozja Citadel was the former capital of Bozja until it was
retake the city, dubbing the Cenotaph and area immediately
destroyed 15 years ago years ago by Midas nan Garlond's
surrounding it "Idyllshire".
experiments with Dalamud, in an event known as the

Bozja Incident. All that is left now is Firelight's Coffin, a


 crystallized crater visible from the Bozjan Southern Front.
The mountain range that takes ups the northern part of
Gangos is a wetland on Bozja's southern coast used as the
Aldenard and prevents access to it's northern coast. It's large
base of operations for the Bozjan Resistance.
peaks host the Sea of Clouds, upon which float numerous

islands thanks to their concentrations of wind crystals.

7
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 A vast expanse of grassland that stretches across the far

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

against the imperial control and were forced to flee before ฀


Dawn Father and the Dusk Mother Azim and Nhaama the ฀
their home was razed to the ground. The Garlean occupation Xaela are known for their unique set of beliefs. They are

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

district for foreigners. with no end on sight.

 
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

aetheric barrier which prevents any movement through it,

rendering it it literally impassable.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




 Byregot, the Builder, purveyor of architecture and industry

 and god of the arts, commands the element of lightning and is

tied to the Fourth Astral Moon (seventh month). He is

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

the elder brother of Halone. Byregot is also Thaliak's pupil.


islands until the arrival of wandering tribes. Impressed by the resilience

of the primitive settlers, each of the Twelve mercifully saw fit to ensure

their welfare.

Rhalgr, the Destroyer, breaker of worlds and god of

 destruction, commands the element of lightning and is tied to

the Fourth Umbral Moon (eighth month). He is depicted as a


These are the deities in FF14 for clerics, druids, warlocks
magi carrying a bronze staff, and his symbol is the streaking
with the Divine patron, and sorcerers with the Divine Soul
meteor. Father of both Byregot and Halone, he is the
bloodline. This is not a complete document as more deities
attendant to Nymeia, and guardian deity of the now fallen
could be added in future expansions.
nation of Ala Mhigo.

Althyk Knowledge, Twilight

Azeyma Light, Knowledge



Azim Light, Life Azeyma, the Warden, keeper of the sun and goddess 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

Naldthal Death, Grave the daughter of Althyk.

Nhaama Tempest, War

Nophica Nature, Peace



Nymeia Order, Twilight
Nymeia, the Spinner, the watcher of celestial bodies and

Oschon Forge, Trickery


goddess of fate, commands the element of water and is

Rhalgr Tempest, War


associated with the Second Umbral Moon (fourth month).

She is depicted as a weaver donning a white, silken veil. Her


Thaliak Arcana, Knowledge

symbol is the spinning wheel. She is the elder sister of Althyk,

 and the master of Rhalgr.

Halone, the Fury, mover of glaciers and goddess of war,

commands the element of ice and is tied to the First Astral

Moon (first month). She is depicted as a relentless warrior

holding a bronze greatshield, and her symbol is three spears.

Halone is the patron of the Holy See of Ishgard, and is bitter

rivals with Nophica.


Menphina, the Lover, keeper of the once-twin and now-lone

moons and the goddess of love, commands the element of ice

and is associated with the First Umbral Moon (second

month). She is depicted as a maid carrying a round skillet.

Her symbol is the full greater moon. Menphina is the younger

sister of Azeyma, and the divine lover of Oschon.

Dalamud was often referred to as "Menphina's Loyal

Hound" prior to its fall; during the advent of the Seventh

Umbral Era, this often changed to less flattering things like

"Menphina's Bastard Hound".


Thaliak, the Scholar, ruler of rivers and wisdom and god of

knowledge, commands the element of water and is tied to the

Second Astral Moon (third month). He is depicted as a

reserved scholar holding an ashen staff, and his symbol is the

scroll. Thaliak is Byregot's teacher, and the father of

Llymlaen. He is the patron of Sharlayan.

9
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 
Oschon, the Wanderer, ruler of the mountains and god of
The Eorzean Calendar's year consist of the moon, Menphina,
vagrants, commands the element of wind and is associated
revolving around Hydaelyn's two astral and umbral poles
with the Third Umbral Moon (sixth month). He is depicted as
while fluctuating between each of the six elements. In this,
a carefree ranger wielding a bow of yew. His symbol is the
the year can be said to be the length of twelve moons.
walking stick. Oschon is the brother of Nald'thal, a close
There are twelve months total, consisting of 32 days each
companion of Halone, and the divine lover of Menphina. He is

the patron of the ancient city of Nym and the Miners' Guild. Month Element Name

 1 Ice First Astral Moon (Halone)


Llymlaen, the Navigator, watcher of the seas and goddess of 2 Ice First Umbral Moon (Menphina)
navigation, commands the element of wind and is tied to the
3 Water Second Astral Moon (Thaliak)
Third Astral Moon (fifth month). She is depicted as a strong

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

Lominsa. 6 Air Third Umbral Moon (Oschon)


7 Thunder Fourth Astral Moon (Byregot)

Nald'thal, the Traders, overseer of transactions and the 8 Thunder Fourth Umbral Moon (Rhalgr)
underworld and god of commerce, commands the element of
9 Fire Fifth Astral Moon (Azeyma)
fire and is tied to the Fifth Umbral Moon (tenth month).

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

the single manifestation of the twins Nald and Thal.


12 Earth Sixth Umbral Moon (Althyk)

 
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

younger sister of Llymlaen, and the bitter rival of Halone.



Nophica is also the patron of Gridania.


 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

symbol is the hourglass. He is the father of Azeyma and 


Menphina, and elder brother to Nymeia. To keep things consistent with the D&D 5e Players

Handbook, you can use its prices but convert them. Gold will
 take the 100s place, Silver 10s, and Copper the 1's. For

example if a potion costs 50 Gold Pieces then it will equate to


No divine domains are listed as thier is no official list of
5000 Gil. If an basket costs 4 SP then it will cost 40 Gil. If a
deities in FF14 as the kami also include numerous spirits.
pitcher of ale costs 2 CP then it will be 2 Gil and so on.
The DM is encourged to use the Japanese deities from

previous editions for a base and any other homebrewed deity.



They are solid-state data archives used by the Allagan

Sample Diety : Sakura-Minako Empire, a civilization that thrived during the Third Astral Era,

and as such are considered very valuable. There are


Alignment: Neutral Good Lesser Deity numerous organization, scientists, and historians that would

love to collect this and would reward you handsomly.


Symbol: Three Sakura blossoms in a triangle
Domains: Nature, Life Rowena is the most notable figure that collects these and

would provide adventurers with magically enchanted gear in

Though recognized as one of the Kami she is primary worshipped by the exchange for them.

Au Ra of Hingashi. She is prayed to ensure bountiful crops and the cherry


tree is considered sacred to her. Outside of Hinagashi, Auri clerics and
druids worship her as she is more understandable to them than Nophica.

10
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 
Eorzea is home to many different races and cultures. Every A Calamity is a cataclysmic event that signals the end of an

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

story telling technique in the GMs toolbelt. Carteneau.

 
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

speak this language. realm of Eorzea.

The script used for this common tongue is shown below. Though the VIIth Legion was routed and Van Darnus

defeated at Rivenroad, the lesser moon of Dalamud continued

its descent. Archon Louisoix and the Circle of Knowing

implored the people of Eorzea to pray to the Twelve, while

the Eorzean Alliance gathered to meet what remained of the

VIIth Legion at ground zero of Dalamud's impact: Carteneau

Flats.

As the Battle of Carteneau waged, the moon broke apart to

reveal the Elder Primal Bahamut. Freed from millennia of

imprisonment, Bahamut razed the realm in his fury. Louisoix

attempted his ritual and failed, but sent the adventurers who

aided him away into an aetherial rift. Light engulfed the

battlefield, ruining several landscapes.

Since then, Eorzean citizens have recovered, but the effects

of the calamity still lingers in the outskirts of society.



Padjal (“Padjali”) 
Elezen Originally one of the First Brood of Midgardsormr, Bahamut

Roegadyn perished during the twilight of the Third Astral Era while

Lalafell ("Lalafellin") defending Meracydia from an invasion by the the reborn

Miqo'te ("Huntspeak") Allagan Emperor Xande who set about his campaign making

Xaela ("Auri") a covenant with the Cloud of Darkness. Tiamat led her

Amalj'aa ("Amaljic") remaining children in summoning a primal in the original

Ixal ("Ixali") Bahamut's image to "resurrect" him; the summoned

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

Vanu Vanu machine Omega, resulting in the primal being incarcerated in

Gnath & Vath ("Gnathic") an artificial satellite called Dalamud to collect solar energy

Goblin ("Gobbiespeak") for the benefit of the Allagan Empire.

Dragonic ("Dragonspeak") To ensure the primal would remain in place, colossal

Eastern ("Hingan" / "Doman") neurolinks held him in restraint while captive dragons were

Dalmasca ("Dalmascan") kept aboard the space station in stasis to keep him

Garlean summoned perpetually. Having embraced nihilism while

brooding over his mortality, a rebellion having begun among


 the people, Xande tried to summon the Cloud of Darkness to
Ancient Sea Wolf
Hydaelyn by channeling the amassed energy from Bahamut
Ascian
into Syrcus Tower. As this exceeded its capacity the excess of
Allagan ("High Allagan" / "Imperial Tongue")
energy caused a devastating earthquake that ruined the
Ancient Ivalice ("High Ivalician")
Allagan civilization and ushered the Fourth Umbral Era.

11
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 Aetheryte travel exhuastion

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

Aetherytes. Four Levels, roll a d20, 15 or more results in a


30+ handicap and roll another d20 for a chance of
 death. 15 or more results in death

Aether is the energy found throughout the world. It is source


d6 Handicap Roll (for d6 days)
of both magic and life, and disruption in its flow is either the

cause or indicator of catastrophic events, as evidenced by the


1 Blindness 4 Madness
Umbral Eras. 2 Deafness 5-6 Nothing
Aether is part of a series-wide trend to use a supernatural

substance to explain the origins of magic, crystals, life, and


3 D4 Health Reduce
other phenomena. Of these, aether is conceptually closest to
If resting, you can recover levels of exhaustion, for details
the lifestream: both occur naturally in multiple degrees of
about exhaustion levels please see the D&D Players
density and both are poisonous at extreme levels. The Viera
handbook under Appendix A: Conditions.
refer to aether as "Mist"
For madness, Please follow the Long-Term Madness table

 in Chapter 8 of the Dungeon Masters Guidebook

Aetherytes are massive shards of crystallized aetheric mist,

precisely cut and fused to arcane machinery. While it is not

known when or by whom these devices were originally

constructed, their teleportational qualities have become the

backbone of everyday transportation throughout the realm,

with most managed and operated by individual city-states.

Though the exact mechanism behind teleportation via

Aetheryte is still largely a mystery, one theory states that

when a sentient being approaches one of the portals, the

aether that makes up its body resonates with the aether of

the crystals, breaking down the being's mass, allowing it to

temporarily return to the invisible aetheric streams that

course throughout the planet. The being's soul, which cannot

be broken down, then guides the particles to a predetermined

destination, and upon arrival, the corresponding Aetheryte

receptacle reconfigures the mist into its original form. This

process takes only a matter of moments, allowing for nearly

instant transportation to faraway destinations.

However, being broken down to the aetheric level can take

its toll on one's body, and rest is often required after several

consecutive jumps, especially as the distance becomes

greater. As a precaution, most city-states strongly discourage

over-teleporting, as it can lead to irreversible damage.

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

Aetheryte Attuning

Attuning to a Aetheryte is simple, one must simply touch the

crystal with his or her hand and feel the crystal within

themselves. It can be done with a short-rest and anyone could

do it.

Aetheryte Shards

City-states all have a network of Aetheryte Shards that allows

warping between key facilities in the city, at no cost.

12
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 
In areas where aether is over-abundant, giant crystals form Gemstone, varies - Entire section credit to Alessio
from within the land. They can take an elemental aspect from Crystals are aether made manifest in solid form. Whenever

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.

element if aspected. Crystals are the main ingredient of crystal-based synthesis,

a technique developed during the Sixth Astral Era that allows

a trained craftsman with adequate tools to replicate

The elemental cycle environmental conditions otherwise hard to attain, such as

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

enchanter can use the aether stored within a crystal to


earth is born.
manipulate the one without, ultimately unleashing magical

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.

For less arcane adventurers they can also be easily cashed

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.

The moistness of Water mists and rises, and thus Wind is


born. Usage

A crystal works in the same way a spell scroll would do,


The gusts and sighs of Wind gather the clouds, and thus allowing an adventurer whose class's spell list includes the

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,

save DC and attack bonus for a crystal of a given spell level.

The rules on the enchanter's level still apply, and the caster

might need to pass an ability check to use it the same way he

or she would do with a spell scroll, suffering the same

consequences upon failure.

Whatever the outcome, once used the crystal dissipates, its

energies immediately releasing to the purpose of unleashing

the spell (or wasted into nothingness).

Crystals can hold any kind of magic, with only two

requirements:

A crystal of a given quality can only produce magics up to

a given level, as in the table below.

The spell must be elementally compatible with the crystal.

For example, a Fireball spell can be cast from a fire-

aligned crystal, but not from a water-aligned one.

Spells without an explicit elemental alignment are open to

interpretation. For example, you could have a lightning

crystal cast the Mage Hand spell, on the basis that it uses

magnetic force to manipulate an object. Or a water crystal

cast the Cure Wounds spell, based on the cleansing

properties of water.

Unlike spell scrolls, a crystal's spell cannot be copied in a

caster's spellbook, if he or she uses any.

13
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Crystal Spell Level Value On the First, the implications of "active" and "static" are

reversed. Seeing "activity" as akin to all colors coalescing into


Dim Crystal Shard Cantrip 1,500 gil
black, active effects are identified with Darkness. Likewise,

Dim Crystal 1st 2,500 gil seeing "passivity" as similar to the complete absence of hue,

such effects are identified with Light. This understanding is


Dim Crystal Cluster 2nd 25,000 gil
revealed to be closer to the truth, with the Source

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.

Crystal Cluster 5th 500,000 gil


Clear Crystal Shard 6th 1,500,000 gil
Clear Crystal 7th 2,500,000 gil
Clear Crystal Cluster 8th 5,000,000 gil

Note: There are no 9th level spell crystals. Magic of that

level is too powerful for any crystal to have enough energy to

reproduce.

Optional Rule: Elemental Shifting

If you wish so, you can drop the elemental


restrictions and twist the spell on the fly in such a
way that it becomes a variant compatible with the
crystal's element.
For example, when cast by a water crystal, the
Fireball spell would unleash an explosion of high
pressure water, dealing piercing rather than fire
damage.

Variant: Spell Slot Battery

Instead of binding crystals to specific spells like


scrolls do, you can chose to have a spellcaster
consume it instead of one of its spell slot to cast a
spell he or she already knows.
The restrictions on elemental compatibility still
apply.


Eorzean scholars believe that the elements are drawn to two

polarities, Astral and Umbral, which represent active and

passive states of aether. Where fire-aspected aether in Astral

alignment may manifest as a wildfire, fire-aspected aether in

an Umbral alignment may manifest as a dry heat.

The elements most commonly found in an Umbral state

are Water, Earth, and Ice, with Ice being most closely

associated with stasis. Those most commonly found in an

Astral state are Wind, Fire, and Lightning, with Lightning

being the element most closely associated with activity.

Despite this, it is possible to find any of the six elements in an

Astral or Umbral alignment.

Unaspected aether (aether that has a balanced elemental

aspect) can also be pulled to an Umbral or Astral state. For

example, the Seventh Umbral Calamity, wrought by

Bahamut's wrath, is said to have been a Calamity of all

elements in an astral state.

14
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 
To untemper a character there are a few ways and it depends
Through the Ascians' actions, certain parties like the Beast
on the campaign you are running. In current times, one could
Tribes learn to use the aether to "summon" embodiments of
use a Porxie which are stationed in the towns across Eorzea.
their desires called primals. The usual primals are those

revered by their respective Beast Tribes as gods and are


FC - In some campaigns you could cast a spell of the

opposite element to balance out a persons aether. This must


sustained by massive amounts of aether and hoarded
be done within 10 minutes of the person going down a
crystals. There are also primals summoned by a single
tempering level. The damage and effects of the spell being
person with a strong desire, sometimes transformed into the
cast would continue as normal. A normal porxie could not
primal itself with gradual madness as a side-effect of
untemper a creature that has underwent level 4 tempering;
prolonged use. Primals are usually tied to an element.
although there is a theory that a Mother Porxie can.
As disproportionately high concentrations of aether, being

around a primal can be dangerous as adventurers cannot stay

in their lair for too long. Those who are gifted with the echo

by Hydaelyn, seem immune to this effect. In the long term

primals will consume aether from their surroundings, and if

left unchecked, would drain the land of aether.

Primal Statblocks


Primals could take over a persons will with effects similar to

mind control. Adventurers could prepare spells or potions in

order to prevent this or they must make a wisdom saving

throw.

FC -In a pinch, a spell caster could cast a spell with the

opposite element of the primal in order to dispel the mind

control but this must be done shortly after the victim is mind

controlled; if a victim is mind control past one day then the



only way to cure it is through a technique called untempering

that is taught by very few experienced spell casters. This 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

golems and are able to understand simple commands.

 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

tempering, when you go up a tempering level, all previous scholars of magic.

status effects are still in effect. Game Masters can be creative with the implementation of

these porxies and can be placed in locations where they fear


Level Effect Description that there may be primals involved.

You find it harder to think


1 1 Level of Exhaustion 
and focus
The knowledge of porxie creation is quite rare, and thus
Loss of control, after
You feel an overwhelming expensive. In order to create a porxie you must already have a
10 minutes make a
2 presence that is trying to supply of clay at hand and either have the manual or be
wisdom saving throw
control your every action assisted by a porxie professional. A normal porxie creation
to regain control
would typically costs 6,500,000 Gil and takes 30 days to

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

mentor it would cost a total of 15 Billion Gil and would take

half of the time required.

15
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 
Small construct, unaligned Giant construct, unaligned

Armor Class 12 Armor Class 14


Hit Points 17 (2d8+6) Hit Points 122
Speed 10ft., fly 40ft. Speed 10ft., fly 40ft.

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)

Condition Immunities Charmed, Exhaustion, Condition Immunities Charmed, Exhaustion,


Frightened, Paralyzed, Petrified, Poisoned Frightened, Paralyzed, Petrified, Poisoned
Senses passive Perception 10 Senses passive Perception 13
Languages Understands the language of the creator Languages Understands the language of the creator
but cant speak. but cant speak.
Challenge 1/4 (50 XP) Challenge 8 (4,800 XP)

Actions Magic Resistance. This porxie has advantage on


Saving Throws against Spells and other magical
Headbutt. Melee Weapon Attack: +2 to hit, reach 5 Effects.
ft., one target. Hit: (1d4) bludgeoning damage.
Untemper. The porxie can balance a targets aether
Actions
within 15 feet, however it requires a charge. To Headbutt. Melee Weapon Attack: +6 to hit, reach 5
untemper a being that has level 3 tempering, it will ft., one target. Hit:10 (2d6+3) bludgeoning damage.
consume one level 3 spell slot from an allied unit,
for level 2 tempering it will consume one level 2 Create Porxie Mother porxies can create more
spell slot, and so on for level 1. It can not untemper porxies with a steady supply of aether crystals. Once
a entralled being that has 4th level tempering. This this spell is cast, it will consume those resources
can only be done once per day. and will leave the mother porxie exhausted. She can
only create 3 porxies per day and can not cast any
other spell or action once used.
Untemper (Cone). The porxie shoots out a 20 foot
 cone in front of it that can balance aether of all
Mother Porxies have the ability to create more porxies. The creatures inside of the cone, however it requires a
mother porxie is much larger and needs a large supply of charge. To untemper a being that has level 3
aether crystal in order to be created. Anytime a mother porxie tempering, it will consume one level 3 spell slot
creates a new porxie, it will deplete a portion of its aether from an allied unit, for level 2 tempering it will
crystal supply and can only create a maximum of 3 porxies consume one level 2 spell slot, and so on for level 1.
per day. This can be done 3x per day. Unlike normal porxies,
this construct can revert level 4 tempering. LVL 4
Untempering can only be done once per day

16
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 Chocobo Training

Professional trainers take time to train a chocobo. If a party


 member wishes to train it, they themselves must have the

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

form of transportation, but also as a companion that will fight quicker.

alongside you. If an exemplary Eorzean chocobo (yellow) has a longer

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.

the breed is Ishgardian or Dalmalscan. They are strong

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

disasters or danger. Scholars speculate that this is because


12+d10 Level 1 spells 5,000
they are in-tune with aether and the world around them 20+d10 Level 2 spells 50,000
which explains why they are able to cast magic.
20+d20 Level 3 spells 70,000
Chocobo Armor (Barding) 14+d12 Wearing barding 10,000
Grand Companies have crafted armor for chocobos for when
20+d12 Heavy Armor barding 70,000
they charge into battle or when they assist you. You can

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

to the leveling bonuses table specific to your chocobo breed

each time you reach those milestones.

If a chocobo is abandoned, or has spent too much time

apart of its owner, they will level normally and will need to

reach those levels on their own.

Credit to Avalon5K

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Chocobo Breeds Chocobo Dyeing

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

wingspan, Dalmascan Chocobos are more slender and change.

intelligent, and Eorzean chocobos are somewhere in the

middle. Ishgardian chocobos are more likely to be able to fly,


Item Cost Effect
Dalmascan chocobos has access to a larger spell pool, and Restores feathers to their 10,000
Han Lemon
the Eorzean chocobo has the potential for either or has original hue Gil
access to neither (depending on the GM). Of those three, the
Deepens the red hues of 2,000
Eorzean chocobo is the most common. Xelphatol Apple
feathers Gil
You can have a chocobo of any breed and dye them to any

color Lightens the red hues of 1,000


Doman Plum
feathers Gil
Chocobo Spells
Deepens the green hues of 2,300
Mamook Pear
Although they can cast magic, they are not as intelligent as a feathers Gil
humanoid. Since they are excellent mimickers they can cast
Lightens the green hues of 1,500
only simple spells; which makes their spell selection limited. Valfruit
DM's can use their discretion as to which spells are learnable
feathers Gil
but it must be taught after a long period of time. Its spell O'Ghomoro Deepens the blue hues of 1,300
casting modifier is WIS. Most breeds can only learn spells at Berries feathers Gil
later levels.
Cieldalaes Lightens the blue hues of 1,700
Spells in red are only available to Dalmascan chocobos.
Pineapple feathers Gil
Spells that are in gray are not available to Ishgardian

chocobos but are still available to the other two breeds.


Simplified Dyeing Tooltip

In order to lessen the load on the GM and to speed up

 gameplay, here is an oversimplified dyeing guide.

Blade Ward - Gust - Primal Savagery - Sacred Flame -


Shocking Grasp - Vicious Mockery
Dalamud Red = 5 x Xelphatol Apple
 Othard Blue = 5 x O'Ghomoro Berries
Absorb Elements - Catapult - Cure Wounds - Detect Evil Plum Purple = 4 x O'Ghomoro Berries, 2 x Xelphatol Apple,
and Good - Detect Magic - Divine Favor - Healing 2 x Mamook Pear
Word(Choco Cure) - Expeditious Retreat - Gift of Alacrity - Lime Green = 5 x Mamook Pear
Guiding Bolt - Heroism - Shield - Zephyr Strike Pumpkin Orange = 2 x Xelphatol Apple, 1 x Mamook Pear,
1 x O'Ghomoro Berries
 Rose Pink = 2 x Valfruit, 2 x Doman Plum. 1 x O'Ghomoro
Calm Emotions - Earthbind - Lesser Restoration - Magic
Berry
Weapon - Prayer of Healing - Scorching Ray
You can even go to a website like https://ffxivchocobo.com/
 and just reduce the number of fruits by over half.
Crusader's Mantle - Protection from Energy - Pulse Wave -
ChocoMedica (Mass Healing Word) - Meteor (Fireball)

Red - Dalmascan Only


Gray - Ishgardian Exclude

18
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
        - Credit to Paige404
Breeders have created different shapes and sizes of chocobo

Huge Beast, Unaligned - Credit to SilentSoren
in order to accodimate the various races. The three main

builds are Rouncey Chocobo, Belah'Dian Jennet, and the Gyr

Abanian Destrier. You will find that for each breed of 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

most riders. 18 (+4) 8 (-1) 22 (+6) 3 (-4) 16 (+3) 10 (0)


This is the standard statblock you see on most chocobos.

Senses passive Perception 13


 Languages --
The Gyr Abanian Destrier is a large, strong breed developed Challenge 5 (1800 XP)
to pull heavy wagons over long distances in harsh

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

average chocobo. When you purchase this variant, reduce the


At will: Earth Tremor
chocobo's hitpoints by 6 points and remove 2 CON but 3/day each: Thunderwave
increase the speed by 20ft, making it to be 60ft.

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.

19
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
By far the most common type of chocobo. These birds are
Eorzean Chocobo Bonuses
well-rounded and suited to all types of tasks. They are not as

tough as an Ishgardian chocobo, but they are stronger than


Passive
an Dalmalscan. They are not as intelligent as an Dalmalscan Skills Bonus Perception / ChocoPeck
but can outwit an Ishgardian. They can not fly like an Level (Athletics/Perception) Wisdom Hit/Danage
Ishgardian could, however there are outliers that can. They
+5 /
have a wide range of spells and are a great companion. 1st +5 / +3 13 / 12(+1)
1d10+3
They typically cost 9,000 Gil

+6 /
4th +6 / +4 14 / 13(+1)
1d10+4

 8th +7 / +5 15 / 14(+2)


+7 /
1d10+5
Large beast, unaligned
+8 /
12th +8 / +6 16 / 15(+2)
1d10+6
Armor Class 13
Hit Points 36 (5d10+5) +9 /
16th +9 / +7 17 / 16(+3)
Speed 60ft 1d10+7
+10 /
19th +10 / +8 18 / 17(+3)
1d10+8
STR DEX CON INT WIS CHA
15(+2) 10(+0) 13(+1) 4(-3) 12(+1) 7(-2) Spell Slots

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

pleasant aroma to them. This is the rarest breed of chocobo.

Noblemen and kings flaunt their wealth by owning one of

these. Some breeders try to "make forgeries" in order to

cheat people by taking a standard Eorzean chocobo and

dyeing them white, but a well trained eye (or nose) can spot it

by making either an Animal Handling check or rolling Insight

on the seller. Despite being somewhat slender, their strength

is similar to the common Eorzean chocobo. For spells and

leveling bonuses, please use the same tables as the Eorzean

chocobo. FC
They typicaly cost 90,000 Gil

20
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
A more slender, and intelligent chocobo. This chocobo breed

is known to be more proficient in spellcasting. Their wings



Large beast, unaligned
are weaker so it is very unlikely to be able to fly.

Due to their increased intelligence, they can be stubborn as

a mule and can hold grudges. These chocobos are located in


Armor Class 11
the Dalmasca region and some are imported into the
Hit Points 32 (3d10+1)
Thanalan region by wealthy individuals at a increased cost.
Speed 60ft
They typically cost 8,700 Gil in the Othard continent but

are slightly harder to find depending on location so the price


STR DEX CON INT WIS CHA
can vary. They are usually double the cost in the Thanalan

region.
14(+2) 11(+0) 13(+1) 6(-2) 14(+2) 10(0)

Skills Athletics +4, Perception +3


Senses passive Perception 13
Dalmascan Chocobo Bonuses Challenge 1/2
Passive
ChocoDash - If a yellow chocobo is wearing light or
Skills Bonus Perception / ChocoPeck
no barding and has at most one rider, when it uses
Level (Athletics/Perception) Wisdom Hit/Danage
the Dash action its base speed is 80 ft. Similarly, a
+4 / chocobo can travel at a gallop (PHB p.181) up to 8
1st +4 / +3 13 / 13(+1) hours a day before becoming exhausted.
1d10+2
+5 / Actions
4th +5 / +4 14 / 14(+2)
1d10+3
ChocoPeck -melee weapon attack, +4 to hit, reach 5
+6 / ft, one target Hit: 7 (1d10+2) piercing damage
8th +6 / +5 15 / 15(+2)
1d10+4
+7 / ChocoCure - Bonus Action - A creature of your
12th +7 / +6 16 / 16(+3) choice that you can see within range regains hit
1d10+5
points equal to 1d4 + your spellcasting ability
+8 / modifier. This spell has no effect on undead or
16th +8 / +7 17 / 17(+3)
1d10+6 constructs.
Gets one free charge per day.
+9 / At Higher Levels: When you cast this spell using a
19th +9 / +8 18 / 18(+4)
1d10+7 spell slot of 2nd level or higher, the Healing
increases by 1d4 for each slot level above 1st.
Spell Slots

Level Cantrips Known Spells Known 1st 2nd 3rd


8th 2 2 2 — —
12th 3 4 2 2 —
16th 4 8 3 3 2
19th 5 11 5 3 3


These chocobo are rare and are found near Sharlayan. They

share a similar build and capability for magic as a Dalmascan

would. FC
They typicaly cost 14,000 Gil

21
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
This type of chocobo lives in the north where they are better
Ishgardian Chocobo Bonuses
adapted to the cold. They are stronger but are more limited in

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

 8th +8 / +5 15 / 12(+1)


+8 /
1d10+6
Large beast, unaligned
+9 /
12th +9 / +6 16 / 13(+1)
1d10+7
Armor Class 14
Hit Points 42 (6d10+6) +10 /
16th +10 / +7 17 / 14(+2)
Speed 60ft, 120ft (while flying) 1d10+8
+11 /
19th +11 / +8 18 / 15(+2)
1d10+9
STR DEX CON INT WIS CHA
16(+3) 13(+1) 14(+2) 4(-3) 10(0) 10(0) Spell Slots

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,

you take 1d6 bludgeoning damage for every 10 feet it fell, to a

maximum of 20d6. The creature lands prone, unless it avoids

taking damage from the fall. 1d6 (3) per 10 feet, up to a max

of 20d6 (60). A maximum of 120 damage

- Source D&D Dungeon Masters Guide

22
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 World Size
Across Eorzea is a business of short range transportation
I am basing the world size on Earth. To walk from San
where you can rent out chocobos from traveling from town to
Fransisco nonstop it would be 958 hours without rest. If you
town. This business is often referred to as Chocobo Porters
divide that up and walk 8 hours a day, it would take 119 days.
or chocobokeeps. You can rent out from a single rouncey
If you would take a horse or chocobo it would cut that time in
chocobo up to an entire caravan, depending on the specific
half which would be 60 days. A normal passenger airship
chocobokeep location. After the chocobo is rented they would
(Schooner) would be the same speed as a chocobo, however,
take you to your location and the chocobo is intelligent
it has the benefit of not having to rest so you would end up
enough to return home once it has received some rest. The
covering double the amount of days. That means it would
cost of this service can vary from place to place, depending
take an Schooner Airship 30 days from San Francisco to
on how difficult it is to maintain these chocobos but the
New York. In Eorzea Limsa Lominsa is the westmost city in
average cost would be the same as PHB p159 which would
Aldenard and Ala Mhigo the east most, so it would take a
be 3 gil per mile or if its within a city, would be 1 gil.
common passenger airship 30 days to travel between those

 two cities.

It is not stated anywhere exactly how large the world of

Hydaelyn is, my best guess would be the size of the earth;

however I believe that would cause airship travel to be much

faster than whats listed in the airship travel table. I personally

do not recommend to approach airship travel in terms of

realism but rather what would be fun for your players or offer

the best narrative. Would it be more fun to explore a large

world full of wonders and adventure or would it be much

more convenient for your players to zip across entire

continents in a matter of days? Or would you want a balance

of both? This airship table is designed with a massive scale in

mind but the scale of the world is always up to the GM, its

YOUR game. You could have npcs offer their private Aether

Streamers that are much faster than the usual passenger

airship in rare circumstances, or perhaps they could catch a

ride on a slow cargo ship for a discount. This table below is

only a suggestion and you can always alter it to the way you

feel is right or the most fun for your players.

23
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 Airship travel speed

Airships are miracles of the Eorzean skyscape—flying vessels

born from the ingenuity and ambition behind the Garlean

Empire's most advanced technologies. The airships of the


Airship Travel - Schooner
realm's free nations most commonly achieve flight by either

one of two means—large balloons of hide and cloth filled with


Gil Travel Days
gases less dense than the surrounding air, or wings of

magitek making, made to beat by powerful ceruleum-burning


210 Ishgard to/from Idyllshire 7
engines. Despite whatever technological simliarities they may 220 Ishgard to/from Gridania 8
share, however, the realm's vessels are easily distinguishable

on sight from the enormous and sinister juggernauts of


430 Gridania to/from Ala'Mhigo 12
Garlemald—armored monstrosities designed for the sole 470 Limsa to/from Gridania 13
purpose of destruction.
500 Ul'dah to/from Limsa 14
By pioneering the sky routes between the realm's major

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

Mhigo. However its current leader Tatabaru is looking into

expanding his business and is now selling his airships to

businesses, free companies, and adventurers with a lot of gil.

Cost Item Speed


3,000,000 Aether Streamer 8 mph
300,000 Cruiser 1 mph
1,000,000 Schooner 4 mph
5,000 Wide Manacutter 12 mph
1,000,000 Soaring Barge 2 mph
2,500,000 Eorzean Warship 3 1/2 mph

24
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
       - Credit to Alessio
Long before the invention of airships, the people of Eorzea
Short Range Ferry Speed
and beyond conquered the open sea with more traditional

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.

the Navigator, to patron of the seafarers. Indeed, the very city

of Limsa Lominsa was founded by a group of defeated sailors


Area Travel
aboard a ship whose name fell into legend: the Galadion. Memeroon's Post to/from Jijiroon's
Upper La Noscea
Nowadays travel via boats is less dominant, contended by Post
their airborne sisters - but the existing network of docks,
Eastern La Raincatcher Gully to/from Costa del
piers and sea routes is far from dismissed and is still in full
Noscea Sol
activity. Ferries from all over Eorzea bridge the short
Western
distances, but while preferred for brief, interregional travels,
Silver Bazaar to/form Crescent Cove
larger passenger ships depart from the docks of Limsa
Thanalan
Lominsa to reach the remote shores of Othard. Ruby Sea Sakazuki to/from Onokoro

Boat Travel Speed

Gil Travel Days


10 Gridania to/from Sweetbloom Pier 1/2
20 Limsa to/from Aleport 1
60 Limsa to/from Costa del Sol 2
60 Aleport to/from Candlekeep Quay 2
320 Limsa to/from Vesper Bay 17
4000 Limsa to/from Kugane 120

25
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
 
 Currently, the bulk of Ul'dah's military strength comes from

their standing army of mercenaries and the small contingent

of the palace guard known as the Sultansworn. To bring


 order to their ranks and oversee additional wartime training,

the Sultana has considered resurrecting the Immortal


The Order of the Twin Adder, one of the three Grand
Flames-an elite force of battle-hardened veterans that once
Companies of Eorzea located within the Adders' Nest in
instilled fear in the city-state's neighboring nations during
Gridania, establishes a medium from which the Seedseers
ages past.
can return from their wanderings deep within the Black

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

Sultana and her advisers--something of which those in


Both the Gods' Quiver, who defend the forest from
control of the city-state's economy--namely the Syndicate--are
external threats, and the Wood Wailers, who protect it from
wary.
internal strife, have expressed their support of this temporary

measure.

There are, however, those within Gridania who would



The city-state of Ul'dah is located in the deserts of southern
question the ability of the Seedseers, whose duties until now
Aldenard. It is a popular location for visitors to partake in its
have been limited to various ritualistic proceedings, and
fighting arenas and gambling halls. The Ul'dahn culture is
doubt whether or not they are fit to lead a nation into war.
known for its affluence. Despite historically being claimed

 sovereign by the sultan, it is under the rule of the Syndicate,

an elite group comprising of the six wealthiest and most


Gridania is located in the east of the Aldenard continent,
influential members of society.
within dense woodlands and coursing rivers. It is well known


in Eorzea for its forestry, agriculture, carpentry and leather

working trades - a product of Gridania's emphasis on

harmony with nature and the forest's Elementals.



 The Holy See of Ishgard is found in the central region of

Abalathia's Spine, the highlands of Coerthas. The archbishop


At the heart of the Thalassocratic Navy lies the Lominsan
of the Ishgardian Orthodox Church rules as the nation's
Armada, composed of nine independent squadrons, the First
sovereign. For a thousand years, they have waged war with
through the Ninth. The Maelstrom is an extension of the First
the great wyrm Nidhogg and his Dravanian Horde.
Squadron, expanding its role as armada flagship and

granting it power to administer not only the remaining eight



squadrons, but the various merchant fleets that navigate the
This city-state is located in the region of Gyr Abania, situated
seas off Vylbrand.
upon the eastern highlands of Aldenard. Though this
With the reestablishment of the Maelstrom, the Admiral
aggressive nation frequently sought to conquer its neighbors
has also begun the move to invoke ancient maritime law, by
in the west, at the same time it repelled countless invasions
which she would promote herself to Chief Admiral, effectively
from the east in Ilsebard. In the past it succumbed to
expanding her authority to cover not only state and military
incursions from the mighty Garlean Empire, it recently has
dealings, but grant her the power to directly command all
obtained new found peace as it is rebuilding itself into an
ships in Lominsan waters, and freely punish any who disobey.
democratic republic.
Needless to say, the city-state's pirates are not about to take

this encroachment on their freedom without a fight. 


Though not truly a city-state in the strictest sense, the same-
 named colony of Sharlayan in the Dravanian hinterlands
Located on the southern coast of the island Vylbrand, Limsa
came to be considered among the great city-states as it grew
Lominsa is spread out across numerous surrounding islands,
into a major city of learning. However, when Ala Mhigo fell to
all connected by bridges. The marine city-state is a
Garlemald, the Sharlayans decided to return to their northern
thalassocracy, currently under the power of the ruling party
homeland in a mass exodus, leaving the city abandoned.
and its leader, the Admiral. Limsa Lominsa's economy is

driven by shipbuilding, fishing and blacksmithing, but largely

by the lucrative shipping industry.

26
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
Gates - Blue Badger Gate is located in the south, this exit

leads to the Jadeite Thick in the Central Shroud. White

Wolf Gate is located at the western end, leading to Sorrel


Located in the midst of the Black Shroud, a dense forest
Haven in the Central Shroud.
also known as the Twelveswoods that serves to filter out

those hostile to the elements and those in coorperation with 


them. Gridania is by far the most unified of the city-states. Its
Shaded Bower - The main commercial hub of Gridania,
guilds all work in cooperation with each other under the
several NPC merchants have assorted basic goods and
guiding hand of Kan-E-Senna, who brought back the Order
players can hire the services of retainers that can sell
of the Twin Adder.
goods on their behalf.

 Wailing Barracks - These barracks are the home of the

Wood Wailers, who operate the Lancers' Guild here ,


Gridania is separated by two sections. The Old and New.
outside is the Westshore Pier , which offers ferry services

 to the East Shroud.

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

Matron, it serves as the entrance to the Lotus Stand


Carpenters Guild - Responsible for Gridania's timber which is Gridania's seat of power, only those with
industry, Carpenters can study their craft in this hall. permission may enter. Kan-E-Senna is usually seen here.

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.

Adder's Nest - The headquarters of the Order of the Twin

Adder located in the north side of town.

PART 1 | GRIDANIA

27
1
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 
Compared to the Wailers, the Quivermen have a short history.
 Established in 1363, the Gods' Quiver were a response to the

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

Notable Members beastmen raiders and their war balloons.

Unlike the Wood Wailers, men and women of the Gods'


Elder Seedseer Kan-E-Senna
Quiver do not remain stationed forever in a single garrison.
Seedseer Raya-O-Senna
Instead, they rotate between posts, to learn the terrain and
Seedseer A-Ruhn-Senna
thereby ready themselves to challenge foes anywhere in the
Grand Marshal Swethryk Brookstone
Twelveswood. They are headquartered at Quiver's Hold,
High Commander Vorsaile Heuloix
which they share with the Archers' Guild.

 
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

from garrisons in Gridania proper to posts in its hamlets and


- Seedseers
watchtowers scattered throughout the Black Shroud. For
Amongst Gridania's conjurers, those elite few who can sense
good measure, they also dispatch patrols in the woods.
the voices of the elementals are known as Hearers. As
Wailers' masks signify that they will do their utmost to
leaders to these Hearers, Seedseers are reportedly the
protect the forest and its inhabitants—even at the risk of
mightiest men and women of their age, and called to duty by
incurring the wrath of the elementals if needs be. The
the great one—eldest of the Twelveswood's ruling spirits. As
elementals, however, distinguish between men not by their
one might expect, almost all Seedseers are Padjal—attuned
faces, but rather by the appearance of their souls. As such,
as they are to the will of the elementals. While it is rare for
there is little scholarly consensus over whether the masks
more than one Seedseer to exist in any given period,, history
have any effect whatsoever.
holds numerous exceptions to this rule. In the present day, for
The Wailers' headquarters are located at the Wailing
instance, Gridania has three Seedseers: Kan-E, Raya-O, and
Barracks, which they share with the Lancers' Guild.
A-Ruhn, all siblings of the Senna line.

- Seedseer Council

The Seedseer Council is a forum for Hearers to share what

they have learned from the elementals, and decide matters of

state. In effect, the Council is the highest power in the land,

and the arbiter of Gridanian law. One must wonder, therefore,

why they conduct their business at the Lotus Stand, an

outside area with no roof. Scholars contend that this is for

the benefit of the elementals, so they may watch the

proceedings. While decisions are put to a vote, policies

sometimes reflect the will of the elementals more strongly

than the opinions of the Hearers.

Following the Calamity, however, this system has changed.

Faced with the challenges of the Garlean Empire and

rebuilding, Gridania could scarcely afford time spent in a

debate. Thus, the Council has vested full power in Kan-E-

Senna until such a time as the danger has passed.

28
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 
 
For many years, the Trappers' League has kept a close eye on She is the eldest of three Padjal siblings, her sister being

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

Guild to ensure the fair and impartial distribution of those infestations.

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

defense against the threats of both. It was Kan-E-Senna who


 first sent word to the other Grand Companies to request the
The Botanists' Guild can trace its roots to an organization reformation of the Eorzean Alliance.
formed in Gridania's infancy. To gather the forest's bounty,

men needed the permission of the elementals—and asking

questions necessitated the presence of a Hearer. Before long,

a group had formed around these intermediaries so as to

understand the elementals' intent. In time, these men and

women created the Botanists' Guild.

In many ways, the guild remains unchanged by time: it still

abides by a plan drawn up by Hearers, and havests flora with

the greatest of care. Botanists are also shepherds of the

forest, planting saplings in the place of trees they fell, and

have taken to tending gardens in the city and surrounding

villages.


Home to the Carpenters' Guild, the Oak Atrium houses both

sawmill and workshop. Drawing from the power of Figaga's

Gift , the sawmill slices through timber with astounding

speed, much to the satisfaction of Gridanian workers. To say

that carpentry arose with the founding of Gridania is no

understatement. After gaining the elementals' permission to

fell trees, citizens have used wood in all aspects of life—to

build their city, their houses, their tools, and the weapons

with which they defend the forest. In time, they also

harnessed the power of waterwheels for milling lumber,

which allowed for carpentry to grow in scale and efficiency. In

fact, the loose association of woodworkers that formed to

manage the watermills eventually solidified in the

Carpenters' Guild. Thereafter, the guild has acquired its

materials from the woodcutters of the Botanists' Guild, and

transformed them into all manner of wonders.

29
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

Settlements
also known as the Twelveswood, or Tinolqa to the Ixal, is a
Bentbranch Meadows Situated on a wooden causeway, this
region in Central Aldenard. It is the forest region surrounding
trading post houses a major chocobo ranch.
the city-state of Gridania. The forest itself is known to take

the lives of anyone who does not heed the Elementals, a


The Bannock The training grounds for the Order of the Twin
danger often referred to as the "woodwrath". This makes it a
Adder.
natural filter against those who would bear arms against

Gridania, though that hasn't stopped the Ixal, Ala Mhigo, or


Other Locations in Central Shroud
Garlemald from trying.
Spirithold A structure initially built in the days of Gelmorra,
It is connected to Thanalan to the south, Mor Dhona to the
Spirithold has found new use as a prison to hold enemies of
southwest, and Coerthas to the northwest. A large wall
the forest while they await judgment - though whether the
currently blocks off neighboring Gyr Abania in the east.
same can be said after the Calamity is unclear. Some also


refer to the crumbling ruin as Warren's Hold, after the cells'

first gaoler.

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.

This zone connects to East Shroud through Greentear, to

North Shroud through the Standing Corses, and to South

Shroud through Bentbranch. The Blue Badger Gate and

White Wolf Gate connect to New Gridania.

30
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The Mirror Planks Located along the Mirror lake, this pier Road Blockage
contains ferry services to Lavender Beds.
The road is blocked by either a boulder, destroyed tree, or a

wrecked caravan or any sort of impassable terrain. If the


The Guardian Tree Also known as Everscade, this ancient
player decides to bypass it by using their athletics or
tree is said to be oldest arbor in all of the Black Shroud. It is
acrobatics, the DM could place a DC of whatever they please.
sacred to the Gridanians, being home to an elder elemental

that watches over the forest.


Moogle Pranks

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

Spiggan Dig awaken to a new role they must fulfill?

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.

 d20 Result


At the beginning of a journey, either the DM or the players 1-3 Random item is stolen from the bag
could roll for either a Hazard or for a Encounter.
A random assortment of jacks and nails are placed on
4-6
If they roll either a 1 or a 20, you can then refer to the
the ground that would hurt your footing
Hazards table.

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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
Medium plant, Unaligned

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

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 12 (+1) 9 (-1) 13 (+1) 9 (-1)

Condition Immunities blinded, deafened, exhaustion,


prone
Senses blindsight 30ft., passive Perception 10
Languages --
Challenge 1/2 (100 XP)

Actions
Multiattack. The roseling has ambidextrous control
overs its vines and poison and acid sacs. It can make
any of these three attacks per turn
Poison Sac. The roseling frond chooses one creature
it can see within 5 feet of it. The target must
succeed on a DC 11 Constitution saving throw or
be poisoned for 1 hour. While poisoned in this way,
the target is unconscious. At the end of each
minute, the poisoned target can repeat the saving
throw, ending the effect on itself on a success.
Acid Sac. The tri-flower frond chooses one creature
it can see within 5 feet of it. The target must
succeed on a DC 11 Dexterity saving throw, or it is
covered with corrosive sap and takes 5 acid damage
at the start of each of its turns. Dousing the target
with water reduces the acid damage by 1 point per
pint or flask of water used.
Tentacle Whip. Melee Weapon Attack: +2 to hit,
reach 5 ft., one creature. Hit: 2 (1d4) piercing
damage, and the target is grappled (escape DC 11).
Until this grapple ends, the target takes 5 (2d4)
poison damage at the start of each of its turns. The
red blossom can grapple only one target at a time.
Another creature within reach of the roseling frond
can use its action to end the grapple on the target.


Roselings are a slow plant-like creature that feasts on any

scrap that it could find it's hands on; albeit a dead corpse or a

rotting plant. It has an aggressive digestive system and uses

acid to break down food that is too large to fit in its mouth.

FC
The basis of its stat-block is based on the Tri-Flower

Frond from the Tomb of Anhiliation p234

32
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 Bulwark - An enclosure located by the Zephyr Gate

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.

from afar. Hawker's Alley - The main commercial hub of Limsa

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

under acting guildmaster Thubyrgeim. A ferry located to


To maintain the safety of its maritime routes, the city
the west of this facility can take players to Vesper Bay in
employs a formidable navy known as the Knights of the
Western Thanalan.
Barracuda, but even in the waters nearby the city, pirate
Fisherman's Bottom - These wharfs contain both the
bands run rampant, raving and pillaging. Admiral Merlwyb
Fisherman's Guild as well as a ferry that can take players
reinstated The Maelstrom to combine the forces of the
to certain ports in La Noscea.
Knights, conscripted pirates, and adventurers into a land-and-
The Astalacia - Registered as a trade vessel hailing from
sea army to combat the Garlean Empire and the encroaching
foreign waters, this battle-scarred warship captained by
Sahagin of the Indigo Deep.
the lord of the region's underworld, One-eyed Hyllfyr,

 serves as a gathering place for brigands, cut-throats, and

the purveyors of sundry other breeds of villainy. It is here


Limsa is separated by two sections. The Upper Decks and that the city-state's many pirate crews find new recruits to
The Lower Decks. join their ranks.


The Drowning Wench - A tavern and Adventurer's Guild,

run by Baderon. Players can rest here by using their Inn

services and have a drink. Levequest services are also

available. A lift near this inn can transport players to the

Bulwark or the Airship Decks.

The Seventh Sage - An importer carrying exotic goods,

all privateered by Carvallain and his Kraken's Arms at the

expense of Garlean vessels.

The Bismarck - this establishment is one of the finest

restaurants in Eorzea. It is also the home of the

Culinarians' Guild, under guidance of Lyngsath.

Coral Tower - This tower on the north end is the barracks

and training facility for the Yellowjackets, the city-state's

guard. They operate both the Marauders' Guild and a

gunnery range.

The Aftcastle - A town square near the Tempest Gate

leading to Lower La Noscea. A Delivery Moogle and a

Linkshell Distributor can be found here.

33
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
In Eorzea there are endless oppurtunities for adventure. We

will be featuring some of the peoples works and adventures
  - By Nate_Ranney
with a quick summary. You can also rework current D&D
Baderon and Commodore Reyner have requested your
adventures and place it in a FFXIV setting. The majorty of
assistance with an investigation. A strange ship has been
this chapter is Fan Creation FC .
sighted off the coast of Aleport, and the subsequent


appearance of a dangerous-looking group of men at the

Sastasha Seagrot has the Yellowjackets greatly concerned.

 - Based on the dungeon Satasha


These are some of the adventures that the community has
Adventurer Party Size: 4-5 Level 3 Players
come up with
Game Length: 4-6 Hours
Recommended Resources: DnD Player's Handbook (5e),
https://homebrewery.naturalcrit.com/share/8u_AWJot4
Monster Manual, and FFXIV Player's Handbook


   - 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

 Game Length: 4-6 Hours https://www.gmbinder.com/share/-

MPZrqvuzNalr4GR8eWM
  - By Nate_Ranney

It would seem that a horde of hecatonchires has been



wreaking havoc within Copperbell Mines. So that mining
  - By Nate_Ranney
operations may resume, Papashan bids you subdue these
Originally a holy place for the first Lalafell arrived in Eorzea,
hulking creatures. As part of your preparations for the
the twisting labyrinth of natural caverns which wind through
mission, the stationmaster suggests that you speak with
this massive mesa was transformed by the Gladiators' Guild
Painted Mesa, an employee of Amajina & Sons Mineral
into a series of training pits, animal pens, and holding cells to
Concern.
accommodate the ever-growing popularity of Ul'dah's
 - This adventure is based upon the dungeon Copperbell
Coliseum. After the Calamity, however, the location was


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,

 Halatali meaning “the land of many shadows."

 - Inspired by the dungeon Halatali


  - By Nate_Ranney
Adventurer Party Size: 4 Level 5-6 Players
It would seem that a cult known as the Lambs of Dalamud
Game Length: 15-20 Hours
has been engaging in suspicious activity in the Tam-Tara
https://homebrewery.naturalcrit.com/share/s7DM0ZRfSFC6
Deepcroft. You learned that the Lambs of Dalamud believe in

the divinity of the lesser moon, Dalamud, whose descent

ushered in the Seventh Umbral Era. Your task is to sweep the

Deepcroft and purge it of cultist presence.

 - Based on the dungeon Tam-Tara Deepcroft

Adventurer Party Size: 4-5 Level 4 Players

Game Length: 4-6 Hours

https://homebrewery.naturalcrit.com/share/lxuxmrH6H

34
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 Monsters

Originally there was a pirate ship that got shipwrecked by a


In this section we will be looking at ways of implementing
Siren. The Captain was named Symond the Unsinkable. Him
adventures from Adventure Books to make the GM's job easy.
and his men became enthralled by the siren and turned into
We will be placing the adventures in the right setting,
her servant. His first officer Guolwilf caught wind of this
location, and with replacing mobs to those that are most
enthrallment and created his own group that is set there to
relevant. This is categorized per adventure book and below
rescue or finish off the pirates that are too far gone. Guolwilf
that would be a chapter from that book. GM's can always use
is neither evil or good and will ambush the party for golf if he
their discretion to what makes the most sense.
so desires.

 Reskin the Kobolds to be Guolwilfs pirates. Reskin the

Goblins to be Symonds corrupted pirates. Reskin the


This Adventure book includes 7 deadly dungeons.
Dragonpriest to an aether-corrupted pirate lord. Reskin the

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

Symond. The Twig monsters can be aether corrupted

 crystalized

Consider replacing the citadel with Pharos Sirius , which is


Replacements and/or ideas
located in Western LaNoscea. Adventurers can take a
Aleport or Swiftperch are two major settlements in
fishing boat to Pharos Siruis which is a few miles away.
Western La Noscea; either of these can replace Oakhurst
There is mention of an ancient calamity that struck this
and is a predominant Roegadyn population with some
citadel which is the giant crystal shard that struct this
Lalafel or Hume; you can replace dwarves or elves with
lighthouse.
these other races.

 Novv's nursery is another Oakhurst option. You can

replace Oakhurst with this and humans with Sahagin; if


A lighthouse pivotal to the navigation surrounding La Noscea,
this is after Shadowbringers there can be some Roegadyn
the city-state of Limsa Lominsa has paid highly to the
that migrated there as allies.
towering structure in both creation and maintenance. And
Draconic inscriptions or writing will be replaced with
what a creation to behold, as the lighthouse can be classified
Ancient Sea Wolf
as a La Noscean grand castle of splendor design with its
The Siren from the in-game dungeon has charmed
graceful architecture and white-marble walls. However,
Captain Symond and his pirates. His pirates has set traps
during the Seventh Umbral Era, the lighthouse was struck
throughout the citadel and likewise the other pirates have
with a gigantic crystal shard from the fallen moon Dalamud,
set traps for the enthralled.
which subsequently render the lighthouse unusable and
You can replace the dragon statue with the god of
broken—the yellow-orange crystals that now scatter all over
Llymlaen who is one of the twelve and the goddess of
the lighthouse have been known to corrupt any entity that is
navigation.
near it for extended periods of time. Worse, pirate rumors
Replace the Gnome Erky Timbers to be a lalafel that was
have echoed of poor souls being lured to the crystal-struck
captured before the shipwreck due to him being a wealthy
tower by voices of the Siren, which have subsequently taken
merchant
up residence in the lighthouse after it's unwanted infusion of
Replace the The Gulthias Tree with Dalamud's shard,
aethereal energies from the large crystal shard that pierces
which is a giant crystal that looks like it struck the tower.
the lighthouse walls.
Reskin Belak with the Siren
It is said that all men who enters the Isle of Umbra can

hear the alluring voice of the Siren, yet the shipwrecks


'
Dalamud s Shard
nearby indicates that it is not of good song. Due to many
A giant crystal that struck the lighthouse during the Seventh
fallen ships and eeriness of the Isle, the lighthouse was
Umbral Calamity. The lighthouse used to use a stockpile of
abandoned and/or avoided by both pirates and the Limsa
lighting crystals which is used as energy source to power the
Lominsa officials, however it isn't forgotten. Several
beaming light, when the shard struck the lighthouse it
maintenance workers are sent to the lighthouse in an attempt
energized the shard with primal energy. The core of the shard
to restore the lighthouse to it's former glory, but none of them
lies at the top of the tower
ever returned. It is for this reason that the adventurer and

their friends are requested by workers of Limsa Lominsa to

clear the dangerous marvel of La Noscea of it's corrupted

inhabitants as well as the Siren herself so that the seas of

western Vylbrand may be safe to traverse once again.

35
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'
Dialogue
Core of Dalamud s Shard
Who are you and what are you doing?
At the top of the tower lies the core of the shard,
the core has an opening where a person could fit “I used to be called Krysrael, who was outcasted by the
inside, The Siren would inject herself in to provide
Thaummaturge's guild. I was kicked out for experimental with
her a temporary surge of power. The Core has
AC10 and 35 hit points It is immune to necrotic, the imbalance of aether. My research allowed users to be
poison, psychic damage, and it has resistance to blessed with body augmentations. As punishment, I was sent
piercing damage. The core has vulnerability to to work on this lighthouse away from the world to leave it
earth damage. powered on and functional. During the Seventh umbral era,
Crystal Thralls. If a humanoid is charmed by The
this tower was struct with a giant piece of Dalamuds shard and
Siren or if they touch the tower , over the next 24
hours the victim will get a strong desire to return when I woke up, I was blessed with this new body of mine.
to the crystal to absorbed by it. Once the victim is Now I am using Dalamud's shard as a conduit for my
completely absorbed into the crystal, the victim research.”
becomes a Thrall to The Siren, and is expelled over
the course of 1 hour. Dalmud's Shard can have only What is Dalamud's Shard?
four thralls at any one time. A victim’s skin is
becomes yellowish, transparent, and crystal-like. A “Look around you, this giant crystal that pierced this
thrall is totally corrupted, becoming neutral evil. lighthouse grants me its power to pull any lightning aether
Such a creature exists only to serve The Siren. It from the tower and allow me to alter ones Aetherical Balance.
possesses all of its former abilities and gains the
Anyone who submits to me will fall into bliss and would be
following traits:
Crystalskin. The thrall’s AC can’t be lower than 16. made anew overtime. It’s beautiful, no? If you give yourselves
Crystal Thrall If the core is destroyed, the thrall dies up and worship me, I will bless you with a new form such as
24 hours later, if The Siren dies the thrall is mine. ”
pacified and will wander until a lightning aspected
Primal lay claims to it. What’s with the pirates?

“When I was experimenting with the Shard, Captain Symond


was lured to me. I discovered that when I grant others with
The Siren
lightning Aether, it allowed the person to be suggested by
FC - The lighthouse keeper who used to be called Krysrael is

a Roegadyn thaumature who was struck by the shard. Instead


other lightning aspected creatures beings such as myself. I do
of dying, she found herself infused with lightning energy and not know how I still retain my will, but now that I am in control
the ability to control those who go near the tower. Her goal is of myself; I am able to control others exposed to lightning
to create more servants so that she could experiment with aether”
life. Prior to being the keeper, she was outcasted by the

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

technically break any rules, she was exiled to be the


Fire, Wind, Ice, and Water. and two Aspects: Light, and
lighthouse keeper and put her skills to use the lightning Darkness. This crystal here is Lightning aspected. When a
shards to power the lighthouse. creature or person is exposed to this crystal too long, it will
shape both their body and will to the Lightning Aspect. If a
Interaction with The Siren
lightning aspected Primal would suddenly arrive they would be
When the characters arrive, The Siren will loudly announce,
able to claim anyone that is lightning aspected. I suppose that
“Lay down your arms, I wish to speak to you for a moment” If
would either mean that I am a primal or that I am somehow
the characters engage her in conversation, she can share the
able to influence anyone blessed by this tower.”
following information:

Why are you talking to us?

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

36
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



This chapter covers anything else
Common Materia

 d8 Materia Description


1 Savage Aim +1 to Hit
Materia is a gem of condensed aether energy that you can

attach to gear in order to push its boundaries. It is an type of 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

Level 4 Very Rare : For players level 16-20 8 Filler Filler


Level 5 Legendary : For players level 21 and above

Uncommon Materia
If a player were to access a high level materia below their

level tier then that player is only able to access a partial


d8 Materia Description
section of that gem until they level up. For example if a level 1 Lightning
1 1d4 Lightning Damage
player has received a level 5 materia then they are only able Strikes
to use the level 1 version of that materia and as they level up

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.

If an item is magical in nature or is legendary then it does


Rare Materia
not have materia slots unless otherwise specifically

mentioned by the DM.


d8 Materia Description
1 Filler Filler

2 Filler Filler
Materia can be made by condensing an magical item into its

purest form. You must be proficient in a Materia Essence


3 Filler Filler
Extractor Tool , this tool can either syphon any excess 4 Filler Filler
magical power from a magical item to create a new materia,

or consume the item in its entirety to do the same. You could


5 Filler Filler
also find an expert that can do the same. 6 Filler Filler
If you consume an magical item in its entirety, you may roll
7 Filler Filler
for a materia in the table of its type of rarity If you wish to

keep the item but consume its magical properties then you 8 Filler Filler
will need to roll in the table below its rarity.

37
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Very Rare Materia

d8 Materia Description
1 Filler Filler
2 Filler Filler
3 Filler Filler
4 Filler Filler
5 Filler Filler
6 Filler Filler
7 Filler Filler
8 Filler Filler

Legendary Materia

d8 Materia Description
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

"You notice some magical fissures on your wand after you

withdraw some aether from the materia to speed up your

spell. You suspect that using it again will break the wand"

Player: "I would like to use it again"

DM: "Roll an Arcana check to see if you succeed"

Player rolls a 10, the wand breaks

Alternatively , Player rolls a 16, they were able to extract just

enough aether to surge their mind with quickness and the

wand remains intact

Materia overdrive is an attempt to push its materia power

past its limit. This can only be used on materia that has a

daily limit, depending on the type of materia the DM can put

a difficulty check to pass or else the item would break. The

type of check would be specific to the item itself; for example,

Quicktongue would need an arcana check, and Knight's Oath

could either be an acrobatics check or a constitution check.

38
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
 Month held (plus real world counterpart)

This section is using placeholder text which is called lorem Lore

ipsum. It will be filled out eventually Location

Lorem ipsum dolor sit amet, consectetur adipiscing elit. items and events to take part in

Pellentesque viverra lorem quam, sed faucibus mauris


Duis nunc ligula, mollis quis pretium et, maximus quis libero.
vestibulum eu. Nunc iaculis nisl sed lectus dapibus, vel
Morbi sit amet nibh volutpat, consequat purus eu, tempus mi.
ultrices libero porttitor. Maecenas tempor vestibulum purus,
Proin sit amet neque quis metus sollicitudin scelerisque.
tincidunt facilisis urna aliquam ornare. Praesent commodo
Vivamus quis purus quis metus iaculis auctor. Nullam diam
dignissim lectus at consequat. Phasellus fringilla leo
erat, ultrices non magna non, eleifend tincidunt dui.
consectetur interdum blandit. Morbi vel auctor ante. Proin
Vestibulum ante ipsum primis in faucibus orci luctus et
convallis consequat mauris, sit amet lacinia est euismod nec.
ultrices posuere cubilia curae; Nullam nunc massa, venenatis
In hac habitasse platea dictumst. Fusce rutrum blandit
at tempus sit amet, scelerisque in quam.
ornare. Aenean gravida posuere ultrices. Nunc at

pellentesque justo, facilisis facilisis sem. Suspendisse ut



enim arcu. Nunc vitae imperdiet felis. Etiam tincidunt ultrices
Month held (plus real world counterpart)
massa.
Lore
Praesent ac lectus vulputate urna sagittis faucibus.
Location
Vivamus sit amet aliquam sapien. Quisque sodales lobortis
items and events to take part in
scelerisque. Ut finibus non lectus vitae lacinia. Quisque

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

dui eu commodo aliquam. Proin eleifend diam vitae ante

 mattis, volutpat pharetra elit porta. In aliquam est nisl, id

auctor libero imperdiet et. Quisque eu arcu ac quam congue


Etiam in iaculis mi, sit amet fermentum massa. Vestibulum
iaculis. Aliquam non libero dui. Duis purus lorem, auctor at
ante ipsum primis in faucibus orci luctus et ultrices posuere
lacus eget, ultricies sollicitudin nisi.
cubilia curae; Nullam sodales dignissim bibendum. Phasellus

mattis gravida diam, ut ultricies ex consectetur nec. Cras

vehicula cursus sagittis. Sed aliquet iaculis diam eu dictum.



Month held (plus real world counterpart)
Nullam ultrices lobortis risus, vitae semper lectus consequat
Lore
at. Fusce congue imperdiet orci, at feugiat massa convallis
Location
nec.
items and events to take part in
Pellentesque consequat eros ex, eu hendrerit nunc

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.

Integer faucibus augue at blandit hendrerit.



Month held (plus real world counterpart) 
Lore Month held (plus real world counterpart)
Location Lore
items and events to take part in Location

items and events to take part in


Aliquam suscipit justo eget tortor suscipit ullamcorper.

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

semper urna. Fusce at dolor in est ornare ullamcorper.

Vivamus sit amet metus ac nunc pretium consectetur. Nulla

facilisi. Nullam mauris odio, facilisis eu sodales eget, auctor

eu massa.

39
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
Month held (plus real world counterpart) Vestibulum congue, massa id semper tristique, lectus eros

Lore finibus nibh, non pellentesque leo ligula vel odio. Nullam

Location porta leo vitae pulvinar aliquet. Ut molestie sollicitudin arcu,

items and events to take part in et congue leo ornare sit amet. Nam vitae augue sapien. Sed

metus mi, dignissim vitae tempor nec, luctus eget metus.


Maecenas pharetra varius dui, non feugiat leo sodales
Praesent condimentum lectus a lorem pellentesque laoreet.
scelerisque. Nullam dui est, commodo ut rutrum venenatis,
Donec elementum suscipit neque sit amet tristique. Donec
gravida pellentesque purus. Quisque id ultrices nibh. Ut
fringilla eros ac sapien vestibulum dapibus.
feugiat dictum accumsan. Donec fermentum tempor lorem,

ut commodo nulla finibus non. Etiam fermentum rutrum 


vulputate. Etiam rhoncus leo non nisi maximus, vel posuere
Praesent quis ex nec erat dapibus dictum. Vivamus mattis
ligula convallis. Vestibulum tincidunt quam mi, eu tincidunt
rutrum tellus in convallis. Nam ligula risus, pellentesque ut
augue interdum sit amet. Integer gravida, tortor at mattis
ipsum consectetur, malesuada dignissim elit. Pellentesque
sodales, nibh nunc pretium libero, nec vehicula quam leo non
habitant morbi tristique senectus et netus et malesuada
justo.
fames ac turpis egestas. Proin tempus nulla ut mauris

dapibus sagittis. Integer in maximus felis. Maecenas molestie


 quis lorem id mollis. Donec non fermentum lacus.
Month held (plus real world counterpart)

Lore

Location

items and events to take part in Proin blandit diam et augue lacinia commodo. Pellentesque

hendrerit viverra odio, in porta lectus malesuada et. Aliquam

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.

condimentum sollicitudin ex. Mauris vestibulum diam sed

fringilla feugiat. Etiam vitae elit a libero porttitor varius nec 
vel turpis. Fusce hendrerit, tellus sit amet faucibus imperdiet, 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

sed sollicitudin purus. In hac habitasse platea dictumst. Cras


 fringilla sit amet ex sollicitudin facilisis. Suspendisse et

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

consequat et, egestas interdum ipsum. Sed tempus


Aenean posuere malesuada nibh, vitae ullamcorper libero
consectetur rutrum. Donec sit amet cursus odio. Aliquam
blandit sed. Nulla ante ligula, porttitor vitae est in, facilisis
vehicula dictum ante in fringilla. Nam sed neque iaculis,
luctus arcu. Proin semper commodo elit. Aenean ut
commodo risus et, dignissim lacus. Nam quis massa ipsum.
sollicitudin metus, eu blandit eros. Etiam justo purus, facilisis
Donec turpis eros, vehicula non bibendum sit amet, viverra
ut egestas imperdiet, mattis eu quam. Cras vitae elit at turpis
vel velit.
commodo tempus. In eleifend leo eget ante efficitur, quis

mollis sapien vulputate. Class aptent taciti sociosqu ad litora



torquent per conubia nostra, per inceptos himenaeos. Donec
Ut congue felis tristique porttitor ullamcorper. Proin tempor
rutrum accumsan elit facilisis ultricies. Nullam consectetur
purus ac lectus dignissim maximus. Mauris convallis erat ut
pulvinar tellus, a commodo mauris.
augue tincidunt, vitae sodales felis blandit. Vivamus feugiat

 arcu ac velit cursus, ut venenatis quam pharetra. Mauris

tellus arcu, commodo eget pulvinar in, fermentum vel augue.

Fusce 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.

aliquet leo, consectetur tincidunt orci. Pellentesque sed erat

dolor. Sed at nisl pharetra dui ultricies vehicula. Curabitur id

nunc cursus, volutpat sapien sit amet, ultricies mi. Orci varius

natoque penatibus et magnis dis parturient montes, nascetur

ridiculus mus. Duis cursus sem in lacus lacinia, at porttitor

arcu dictum. Etiam aliquam in leo vel vehicula.

40
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Cactpot
Orci varius natoque penatibus et magnis dis parturient

montes, nascetur ridiculus mus. Fusce dapibus augue vitae

vestibulum laoreet. Aenean euismod mauris vel turpis

ultrices luctus. Donec lacinia mauris eget congue mollis.

Nunc congue metus nibh, sit amet lobortis metus bibendum

et. Duis vehicula vulputate turpis ut aliquam. Mauris sodales

velit elit, ac pharetra est elementum sodales.

41
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.




 
Large fiend, neutral evil -Credit to Avid
One of better known voidsent, Ahriman prowls Eorzea's

landscape. Known members of the genus include Ahriman


Armor Class 17 (Natural Armor)
and Smolenkos. They are proficient in magic and possess a
Hit Points 110 (13d8 + 52)
paralyzing gaze.
Speed 25 ft., fly 60 ft.

STR DEX CON INT WIS CHA


 15 (+2) 21 (+5) 19 (+4) 10 (0) 12 (+1) 18 (+4)
Medium fiend, neutral evil
Damage Resistances Cold, Fire, Lightning
Armor Class 12 (Natural Armor) Condition Immunities Petrified
Hit Points 13 (3d4 + 6) Senses Darkvision 120 ft., Passive Perception 17
Speed 5 ft., fly 40 ft. Languages Eorzean, speaks telepathically.
Challenge 10 (9600 XP) Proficiency Bonus +2

STR DEX CON INT WIS CHA


Actions
6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 14 (1d10 + 3) piercing damage.
Damage Resistances Cold, Fire, Lightning
Condition Immunities Petrified Multiattack. The monster can use it's bite 3 times in
Senses Darkvision 60 ft., Passive Perception 8 the same turn.
Languages Understands Eorzean, but can't speak.
Umbral Storm. (Recharge 5-6) The Ahriman can
Challenge 1 (200 XP) Proficiency Bonus +2
unleash a blinding lightning burst against a group of
targets within 50 feet in a 20-ft.-radius burst.
Actions Creatures within the area of effect take 8d6 points
of lightning damage and are inflicted with the Blind
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., status for 1d4+1 rounds. A successful Reflex (DC
one target. Hit: 14 (4d6 + 1) piercing damage. 16) halves the damage and negates the status effect.
Blizzard. The Ahriman casts the Ice Knife spell Petrifying Gaze. The Ahriman channels energy
(EEp157) (DC 12 Saving Throw). through its eyes choosing one to three targets it can
Gaze. The Ahriman channels energy through its eyes see within 120 feet of it and casts Petrification Ray.
and casts the Hold Person spell (BasicRules 251) (DC The targeted creature must make a DC 16 DEX
14 Saving Throw). saving throw. On a failed save, the creature begins to
turn to stone and is restrained. It must repeat the
saving throw at the end of its next turn. On a
success, the effect ends. On a failure, the creature is
petrified until freed by the greater restoration spell
or other magic.. Can only cast 3x per day
Blinding Ray The Ahriman blasts a cone in front of
him for 20 feet which will cast the Blindness spell
except it affects all within the cone- Note: they can
not cast deafness (Basic Rules 219) (CON 14 Saving
Throw)

42
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Entire section is credit to Nate_Ranney 
Small elemental (Voidsent), neutral evil
A bomb's temper is as hot as the arid lands which they tend to

inhabit. Upon seeing an enemy, they will indiscriminately


Armor Class 15 (natural armor)
start belching out flames. While a bomb may start out around
Hit Points 37(6d8 + 1)
1 fulm – not much bigger than a Hyur's head – witnesses
Speed fly 30 ft. (Hover)
have claimed to see them grow to the size of a small

mountain in their rage. Legend even tells of a town

completely blown away by a single Bomb! STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 10 (+0)

 Damage Vulnerabilities cold


Damage Immunities fire,
Small elemental (Voidsent), neutral evil Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Armor Class 11 Languages --
Hit Points 22 (5d6 + 5) Challenge 2 (450 XP)
Speed fly 30 ft. (Hover)
Ignited Illumination : As a bonus action, the Grenade
can set itself ablaze or extinguish its flames. While
STR DEX CON INT WIS CHA ablaze, the grenade sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)
Self Destruct When an attack drops a Grenade down
Damage Vulnerabilities cold to below 5 hit points or lower but not 0, the bomb
Damage Immunities fire, begins to swell in size. On its next turn, it explodes
Condition Immunities poisoned in a fiery death. All creatures within a 20-foot radius
Senses darkvision 60 ft., passive Perception 10 of the Grenade must succeed on a DC 14 Dexterity
Languages -- Saving throw, taking 24 (7d6) fire damage on a
Challenge 1/2 (100 XP) failed save, or half as much damage on a successful
one.
Ignited Illumination : As a bonus action, the bomb
can set itself ablaze or extinguish its flames. While Actions
ablaze, the bomb sheds bright light in a 10-foot Bite : Melee Weapon Attack: +5 to hit, reach 5 ft.,
radius and dim light for an additional 10 feet. one creature. Hit: 4 (1d6 + 1) slashing damage plus
2 (1d4) fire damage.
Actions
Detonator (Recharge 6) : The Grenade erupts in a 15-
Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., foot radius of fire centered on it. Each creature in
one creature. Hit: 3 (1d4 + 1) slashing damage plus that area must make a DC 14 Dexterity saving
2 (1d4) fire damage. throw, taking 7 (2d6) fire damage on a failed save,
or half as much damage on a successful one.
Detonator (Recharge 6) : The bomb erupts in a 15-
foot radius of fire centered on it. Each creature in
that area must make a DC 11 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save,
or half as much damage on a successful one.

Bombs are the weakest of the genus of bombs native to the

void, and also the least dangerous to deal with. They

resemble little floating balls of fire, as if about to explode at

any moment.

43
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Though their body and gait are like to a man, nathless ogres

are thin of wit, and lack of cunning, and speak no words but Large fiend (Voidsent), neutral evil - Credit to
gruntings and lowings. Yet, as much as kind taketh from them Nate_Ranney
in wit, it rewardeth them with quantity of body. Wherefore

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

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 19 (+4) 5 (-3) 9 (-1) 3 (-3)

Damage Immunities Fire


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

Charge. If the Hapalit moves at least 10 feet straight


toward a target and then hits it with a gore attack on
the same turn, the target takes an extra 9 (2d8)
piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be
pushed up to 10 feet away and knocked prone.
Heated Body. A creature that touches the hapalit or
hits it with a melee attack while within 5 feet of it
takes 10 (3d6) fire damage.
Actions
Multiattack. The Hapalit makes two attacks. one with
its fist and one gore attack.
Fist. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit 12 (2d6 + 5) bludgeoning damage plus 3
(1d6) fire damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 14 (2d8 + 5) piercing damage plus 3
(1d6) fire damage.
Firewater. (Recharge 5-6) The Hapalit conjures a
globule of fiery oil between it's horns and fires it at a
point it can see within 60 feet that it can see. All
creatures in a 20 foot radius from that point must
make a DC 15 Dexterity saving throw or take 21
(6d6) fire damage on a failed save. Creatures in that
area are ignited. Until a creature takes an action to
douse the fire, the ignited creature takes 5 (1d10)
fire damage at the start of each of its turns. On a
successful save, creatures take half as much damage
and don’t catch fire. Flammable objects that aren't
being worn or carried in that area are also ignited.

44
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 
Small humanoid, neutral evil
Credit to Vivid_Steel
Cactuars are mobile succulents native to Thanalan. They are
Armor Class 15 (Tough Fur)
generally docile unless provoked and are known for their
Hit Points 7 (2d6)
distinctive pose when they stop moving. When threatened,
Speed 30ft
cactuars can spray their spines at predators although they're

just as apt to flee. Rumors speak of intelligent cactuars and of


STR DEX CON INT WIS CHA
cuttings intelligent to follow the adventurer tending to them.
8(-1) 14(+2) 10(+0) 10(+0) 8(-1) 8(-1)

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.

STR DEX CON INT WIS CHA


Actions
Sharp Gem. Melee Weapon Attack: +4 to hit, reach
6 (-2) 16 (+3) 10 (0) 4 (-3) 16 (+3) 3 (-4) 5ft., one target. Hit: (1d6+2) slashing damage

Skills Perception +5 Diamond Dust. Ranged Magic Attack: +4 to hit,


Senses passive perception 15 reach 80/320 ft., one target. Hit: (1d6+2) piercing
Challenge 1/2 (100xp) damage

Spines. Creatures that make unarmed or melee


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

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

45
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 Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one
creature. Hit: 18 (3d8 + 4) piercing damage plus 9
Large plant, unaligned
(2d8) poison damage.

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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
Credit to Avid 
A goobbue is a lumbering beast that has a symbiotic Small creature, unaligned - Credit to Avid
relationship with the moss and lichen growing atop its head.

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

predator, snatching up anything that skitters or crawls and

shoveling it into its cavernous mouth. On average, Goobbue


STR DEX CON INT WIS CHA
stand at about 20 fulms, or 6 meters tall. They typically live in 15 (+2) 15 (+2) 13 (+1) 1 (-5) 9 (-1) 3 (-4)
the La Noscea and Thanalan territories

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

Keen Smell The Goobue has advantage on Wisdom


(Perception) checks that rely on smell
Mosseater (2 uses/day) The Goobue can choose to
eat the moss off it's back to regain 10 hitpoints at
the start of its turn. If it has suffered Fire or Acid
damage, this trait does not function until the
Goobue takes a short or long rest.
Actions
Multiattack The Goobue attacks twice with it's slam
Slam Melee Attack: +3, Reach 5ft/10ft, One target
The Goobue slams down it's arms and the target
must make a Strength save (DC 12) to not be
knocked prone.
Moldy Sneeze (Recharge 5-6)
Melee Attack +3, Reach 20ft cone Hit: 13 (2d8+4)
Poison damage
The Goobue lets out a mighty sneeze in a 20ft cone
in front of itself and players in range must make a
Constitution save (DC 14). On a failed save, players
are poisoned and have disadvantage on Attack Rolls
and Ability Checks. Players can make an additional
CON save at the end of their turn to remove the
poison.
On a successful save, players take half damage and
are not poisoned.

47
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 - Credit to Nate_Ranney 
Elementals are essentially spirits by another name and Small elemental, unaligned - Credit to Nate_Ranney
appear to be made of pure aether. They are found across

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

communication to them to this effect.

Some elementals may appear corrupt and others appear as


STR DEX CON INT WIS CHA
mischievous sprites. It is these forms of lesser elementals 7 (-2) 13 (+1) 10 (+0) 4 (-3) 12 (+1) 11 (+0)
that are most commonly engaged in combat.

Damage Resistances Respective of it's Elemental


infusion type
Condition Immunities Exhaustion, Grappled,
Paralyzed, Petrified, Poisoned, Prone, Restrained,
Unconscious

Senses darkvision 60 ft., passive Perception 12


Languages --
Challenge 1/4 (50 XP)

Elemental Infusion The Elemental Sprite has damage


resistance equal to it's respective type, and it's slam
attack deals an additional 2 points damage
depending on it's type:
Earth Sprite: Force Damage
Fire Sprite: Fire Damage
Ice Sprite: Cold damage
Lightning Sprite: Lightning Damage
Water Sprite: Acid Damage
Wind Sprite: Thunder Damage
Innate Spellcasting. : The Elemental Sprite can
innately cast the following spells, depending on it's
type, requiring no material components. Its innate
spellcasting ability is Wisdom (spell save DC 11).
Earth Sprite, 2/day: Earth Tremor
Fire Sprite, 2/day: Chromatic Orb (fire)
Ice Sprite, 2/day: Chromatic Orb (cold)
Lightning Sprite, 2/day: Chromatic Orb (Lightning)
Water Sprite, 2/day: Chromatic Orb (Acid)
Wind Sprite, 2/day: Chromatic Orb (Thunder)
Actions
Slam : Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 3 (1d4 + 1) + 2 Elemental
Infusion damage.

48
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
 - Credit to Nate_Ranney
The peiste and it's cousin the basilisk is a large scalekin

Large monstrosity, unaligned - Credit to
common to most regions of Aldenard. As is the case with
Nate_Ranney
many others in the scalekin family, peistes are swift to

respond to any percieved intrusion of their territory with

unrestrained ferocity. Doubtless owing to their size and


Armor Class 15 (natural armor)
savagery, these creatures are oft depicted in religious allegory
Hit Points 136 (16d10 + 16)
as the incarnation of evil, most notably in the famous tale,
Speed 30 ft.
"Saint Daniffen and the Basilisk."

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 17 (+3) 2 (-4) 8 (-1) 7 (-2)

Medium monstrosity, unaligned - Credit to Senses darkvision 60 ft., passive Perception 9
Nate_Ranney Languages ---
Challenge 6 (2,300 XP)
Armor Class 15 (natural armor) Cold Gaze : If a creature starts its turn within 30 feet
Hit Points 52 (8d8 + 16) of the peiste and the two of them can see each
Speed 30 ft. other, the peiste can force the creature to make a
DC 14 Constitution saving throw if the peiste isn't
incapacitated. On a failed save, the creature is
STR DEX CON INT WIS CHA
paralyzed for one minute. A creature can repeat the
16 (+3) 14 (+2) 15 (+2) 2 (-4) 8 (-1) 7 (-2) saving throw at the end of each of its turns, ending
the effect on itself on a success.
Senses darkvision 60 ft., passive Perception 9
Languages --- Actions
Challenge 3 (700 XP) Multiattack The Dire Peiste makes two bite attacks.

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

Actions threat to many fledgling adventurers. Though thankfully, due

to their aggressive nature, and their valuable eyes that are

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.

49
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 
Medium Beast, unaligned - Credit to Nate_Ranney Medium beast, unaligned - Credit to Nate_Ranney

Armor Class 13 Armor Class 15


Hit Points 43 (5d4 + 12) Hit Points 55(10d8 + 10)
Speed 50 ft., climb 40 ft. Speed 30ft., climb 30 ft., fly 40 ft.

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)

Skills Perception +4, Stealth +7 Skills Perception +4, Stealth +6


Senses passive Perception 14 Senses Darkvision 60 ft., Passive Perception 14
Languages -- Languages --
Challenge 2 (450 XP) Challenge 2 (450 XP)

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.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., Actions


one target. Hit 4 (1d4 + 2) slashing damage. Multiattack. The mantis makes two melee attacks
Charged Whisker (5-6) The Coeurl unleashes a
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
reserve of charged up electricity from the two long
creature grappled by the mantis. Hit: 9 (2d6 + 2)
whiskers on it's head in a 15 foot radius centered
piercing damage.
around it. Each creature in that area except the
coeurl must make a DC 12 Constitution saving Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
throw or take 1d8 lightning damage and be one target. Hit: 7 (2d4 + 2) piercing damage and
paralyzed for 1 minute. A creature can repeat the the target is grappled (escape DC 12). Ability
saving throw at the end of each of its turns, ending checks made to escape this grapple have
the effect on itself on a success. disadvantage. Until this grapple ends, the target is
restrained, and the mantis can't uses its claws
against another target.


As mantis sightings in Eorzea coincide with the time period

in which Lalafellin settlers from the south arrived in

Vylbrand, it has been concluded that the giant insectivorous

vilekin (also found in abundance in the Lalafell's homelands)

were unintentionally brought over by the Plainsfolk - eggsacs

most likely attached to the reeds from which the clan wove its

sea ships.

50
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 
Small beast, Unaligned - Credit to Nate_Ranney Large monstrosity, Unaligned - Credit to Avid

Armor Class 13 Armor Class 13 (Natural Armor)


Hit Points 7 (2d4 + 2) Hit Points 65 (9d12 + 25)
Speed 0ft., fly 20 ft. (hover) Speed 30ft., burrow 30ft

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)

Skills Perception +10, Stealth +10 Skills Stealth +5


Senses Blindsight 40 ft, passive Perception 20 Senses Darkvision 60 ft, tremorsense 60 ft passive
Languages -- Perception 10
Challenge 1/8 (25 XP) Languages --
Challenge 3 (700 XP)
Amphibious. The Jellyfish can breath both air and
water. Burrow. The Sandworm can use its movement to
burrow below the surface. While underground, if it
Transparent. Even when the jellyfish is in plain sight, passes underneath a creature, the creature must
it takes a successful DC 12 Wisdom (Perception) make a Dexterity saving throw (DC 10) or be
check to spot the creature if it has neither moved knocked prone.
nor attacked. A target that tries to enter the
jellyfish's space while unaware of the creature takes
4 (1d4+2) lightning damage and is surprised by the
Actions
creature. Multiattack The Sandworm makes two attacks. Two
with its Slam or One with its slam and one with its
Amorphous. The jellyfish can move through a space Bite.
as narrow as 1 inch wide without squeezing.
Slam Melee Weapon Attack +5, Reach 10 ft, One
Actions Target. Hit 7 (1d8+3) bludgeoning damage
Irritating Tendrils Melee Weapon Attack: +5 to hit, Bite Melee Weapon Attack +5, Reach 10 ft, One
reach 5ft., one target. Hit 5 (1d4) lightning damage. Target. Hit 12 (2d8+3) piercing damage
If it's target is medium or smaller, the target must
succceed on a DC 11 Constitution saving throw, or If the target is a creature, it is grappled (escape DC
the target is stunned until the end of its next turn. 14). Until this grapple ends, the target is restrained,
and the Sandworm can't bite another target
Sandstorm (Recharge 5-6) The Sandworm chooses a
target it can see and creates a sandstorm in a 10 ft
radius of the target. The target must make a
Dexterity saving throw (DC 14). On a failed save,
the target is buffeted by sandy winds and takes
1d12+3 bludgeoning damage, taking another 1d8
damage until the end of their next turn. On a
success , the target takes half damage and does not
take the additional damage

51
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 
Small beast, Unaligned - Credit to Avid Large beast, unaligned - Credit to Alessio

Armor Class 12 (natural armor) Armor Class 13 (natural armor)


Hit Points 19 (3d10 +3 ) Hit Points 65 (10d10 + 10)
Speed 30ft., climb 30 ft. Speed 20 ft., burrow 10 ft., swim 30 ft.

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)

Senses darkvision 30 ft, passive Perception 10 Damage Vulnerabilities fire


Languages -- Damage Resistances acid, lightning
Challenge 1/4 (50 XP) Damage Immunities poison
Senses darkvision 30 ft., passive Perception 10
Languages —
Actions Challenge 2 (450 XP)
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 6 (1d8 +2) piercing damage. Amphibious. The eft can breathe air and water.
Multiattack The Eft makes two attacks Mudswimmer. The eft can move through mud: it has
Bog Bomb (Recharge 5-6) . Bog Bomb: +4 to hit, a burrow speed of 10 ft. in muddy terrain.
reach 5 ft. or range 15/30ft., one target. Hit: 11
(2d8 + 2) bludgeoning damage. The Eft Spews forth
Actions
sludge dealing damage in a 15 ft radius. Players Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
make a Dex save (DC11) to avoid being hit, taking one target. Hit: 7 (1d10 + 2) piercing damage plus
full damage on a fail. The area of the attack becomes 5 (1d10) poison damage, and the target is grappled
difficult terrain. (escape 13). Until this grapple ends, the target is
restrained, and the eft can't bite another target.
Swallow. The eft makes one bite attack against a
Medium or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it
has total cover against attacks and other effects
outside the toad, and it takes 10 (3d6) acid damage
at the start of each of the eft's turns. The eft can
have only one target swallowed at a time. If the eft
dies, a swallowed creature is no longer restrained by
it and can escape from the corpse using 5 feet of
movement, exiting prone.
Lightning Discharge. (Recharge 5-6). The eft emit a
lightning discharge center on itself on a 10 feet
radius. Each creature within range must make a DC
+3 Dexterity saving throw, taking 22 (4d10)
lightning damage on a failed save, or half as much
damage on a successful one. Swallowed creatures
are not affected

52
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 
Large beast, Unaligned - Credit to Avid Large beast, Unaligned - Credit to Avid

Armor Class 14 (natural armor) Armor Class 16 (natural armor)


Hit Points 60 (8d10 + 16 ) Hit Points 114 (12d10 + 48 )
Speed 30ft., climb 30 ft. Speed 30ft., climb 30 ft.

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.

53
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 Eorzean Drakes

Guard Drakes in Hydaelyn are similar to the ones


seen in other settings, but though they have the
 same statistics as those seen in VGtM (page 158),
they instead have the same growth rate as a dog,
Large dragon, unaligned can reproduce with other drakes, and have the their
own breath weapon of their chromatic counterpart.
Only Red and Blue Variants exist in Hydaelyn.
Armor Class 15 (natural armor) To do so, add the breath weapon from the stats
Hit Points 95 (10d10 + 40) of a dragon wyrmling of the corresponding color
Speed 30 ft., burrow 20 ft., with the following changes:
Saving Throw DC: The save DC is 13 across all
colors.
STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 4 (-3) 10 (+0) 8 (-1) Damage The damage dice is reduced by half
(rounded down).
Skills Perception +2
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 12
Languages understands draconic, but can't speak
Challenge 7 (2,900 XP)

Actions
Multiattack. The drake makes two attacks: one with
it's bite, and one with it's tail
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (1d10 + 5) piercing damage + 4
(1d8) lightning damage
Tail Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) bludgeoning damage.
Lightning Breath (Recharge 5-6) : The drake exhales
lightning in a 60-foot line. Each creature in that area
must make a DC 14 Dexterity saving throw, taking
44 (8d10) lightning damage on a failed save, or half
as much damage on a successful one.


Drakes are vicious and unrelenting hunters, often tracking

prey over several miles before roasting their exhausted

quarry with a torred breath. The Amalj'aa are known to

domesticate drakes for use as mounts and hunting

companions, amongst other things. Unlike most drake

species, the biast is notable for spitting lightning instead of

flame. Drakes that grow exceptionally large are known as

Guivres.

54
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
The entire Amal'Jaa section is thanks to /u/Nate_Canney

 
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

forces of the sultanate of Ul'dah.


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

 Skills Acrobatics +5, Athletics +4, Survival +5,


Medium humanoid (Amalj'aa), Lawful Evil Percetion +3
Damage Resistances Fire
Senses passive Perception 11;
Armor Class 13 (natural armor) Languages Amaljic,
Hit Points 45 (6d8 + 18) Challenge 2 (450 XP)
Speed 30 ft.
Archer's Eye (3/Day) As a bonus action, the amaj'aa
STR DEX CON INT WIS CHA can add 1d10 to its next attack or damage roll with
a longbow or shortbow.
17 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 10 (0)
Actions
Skills Acrobatics +5, Athletics +4 Survival +5, Multiattack : The amalj'aa makes two attacks with it's
Damage Resistances Fire longbow.
Senses passive Perception 11;
Languages Amaljic, Longbow : ranged Weapon Attack: +5 to hit, reach
Challenge 3 (750 XP) 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Actions Haymaker : Melee Weapon Attack: +4 to hit, reach 5
Multiattack : The Amalj'aa makes two melee attacks: ft, one target. Hit: 5 (1d6 + 2) bludgeoning damage
one with it's halberd and one with it's haymaker. and the target must make a DC 13 Strength saving
throw or be pushed up to 10 feet away from the
Halberd : Melee Weapon Attack: +5 to hit, reach 10 amalj’aa and knocked prone. If the Amalj'aa scores a
ft., one target. Hit: 9 (1d10 + 3) slashing 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. If the amalj'aa
rolls a 1 or 2 on the damage dice, it can choose to
reroll the dice, and must use the new roll.
Rangers take up positions among both the Roh caste and

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.

Halberdiers are masters of the polearm among the Amalj'aa

and make up a solid portion of the Roh caste among the

nomadic tribes.

55
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 
Medium humanoid (Amalj'aa), Lawful Evil Medium humanoid (Amalj'aa), Lawful Evil

Armor Class 13 (natural armor) Armor Class 17


Hit Points 33 (5d8 + 10) Hit Points 45 (6d8 + 18)
Speed 30 ft. Speed 30 ft.

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.

Of all the Amalj'aa warriors, their bruiser's are some of their


Amalj'aa Thaumaturges are the shock troops of any Amaljic
most effective combatants. Preferring to use their fists, over
warband. While they can cast lightning and ice spells as
other weapons, Bruisers, or sometimes known as pugilists,
easily as fire spells, they vastly prefer fire spells to show their
can turn the tide in a raid effectively if their opponents find
dedication to Lord Ifrit's cleansing flames. When not trying to
themselves more competent in combat than the standard
kill, they generally try to imcompasitate their foes to later be
merchant and Brass Blade.
used as slaves or to be branded by Lord Ifrit in their next

summoning.

56
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 1st level (4 slots): Burning Hands, magic missile, shield,
sleep,
Medium humanoid (Amalj'aa), Lawful Evil
2nd level (3 slots):blindness/deafness, dragon's breath,
Armor Class 15 heat metal, scorching ray,
Hit Points 68 (9d8 + 27) 3rd level (3 slots): counterspell, dispel magic, fireball,
Speed 30 ft. hold person
4th level (3 slots) : arcane eye, *dimension fire shield,
STR DEX CON INT WIS CHA wall of fire

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.

Innate Spellcasting The Zahar'ak Fortune-teller's


spellcasting ability is wisdom. The Zahar'ak Fortune- Actions
teller can innately cast the following spells, requiring no Staff : Melee Weapon Attack: +7 to hit, reach 5 ft., one
material components: target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2
(1d4) fire damage. If the Amalj'aa scores a critical hit, it
At will: True Strike rolls the damage dice three times, instead of twice.
2/day each: Augery, Fortune's Favor, Healing Word
Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft,
1/day each: Commune, Diviniation one target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2
Spellcasting: The Zahar'ak Fortune-teller is a 9th-level (1d4) fire damage. and the target must make a DC 13
spellcaster. Its spellcasting ability is Intelligence (spell Strength saving throw or be pushed up to 10 feet away
save DC 16, +8 to hit with spell attacks). The from the amalj’aa and knocked prone. If the Amalj'aa
Fortuneteller has the following Black Mage spells scores a critical hit, it rolls the damage dice three
prepared: times, instead of twice.
Cantrips (at will): absorb elements, create bonfire, fire
bolt, thaumaturgy

Amalj'aa Fortune-tellers are the spiritual leaders of their tribe

and an invigorating presense on the battlefield thanks to their


Variant: Drake Whistles
Wildfire Idols that only they can use, as well as being

experienced divinators blessed by Ifrit, enabling them some


Some amalj'aa carry a bone whistle that calls a trained red guard
presense of control over the battlefield.
drake. Should an amalj'aa that own's one of these whistles,blow this
whistle, their guard drake will arrive at the end of their next turn.
 Guard Drakes in Hydaelyn are similar to the ones seen in other
settings, but though they have the same statistics as those seen in
Most of the beast tribes have a creature of their tribe with
VGtM (page 158), they instead have the same growth rate as a dog,
which they use as mounts, attack animals, or livestock. For
can reproduce with other drakes of the same color, and have the
the Amalj'aa it is the drakes. Less intelligent and deadly than
their own breath weapon of their chromatic counterpart. This
the true dragons of Midgardsormr's line, but still deadly in
change does not alter the Challenge Rating of the Drake.
their own right, Red Guard Drakes are the Amalj'aa's favored
To do so, add the breath weapon from the stats
creature for obvious reasons. Training a drake is a long and
of a dragon wyrmling of the corresponding color
arduous process that begins the moment the scalekin
with the following changes:
hatches. Never allowed to see its mother, the creature is

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.

Damage The damage dice is reduced by half


(rounded down).

57
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

Medium dragon, unaligned

Armor Class 14 (natural armor)


Hit Points 52 (7d8 + 21)
Speed 30 ft., climb 30 ft.,

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

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

Actions
Multiattack. The drake makes two attacks: one with
it's bite, and one with it's tail
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) bludgeoning damage.
Fire Breath (Recharge 5-6) : The drake exhales fire in
a 15-foot cone. Each creature in that area must
make a DC 13 Dexterity saving throw, taking 9
(3d6) fire damage on a failed save, or half as much
damage on a successful one.

58
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
Entire section credit to Avid 
Medium humanoid (Ixal), Lawful Evil
From Final Fantasy Wiki

Ixal are a race of bird-like Beastmen who worship the primal

Garuda. Though they are mostly found in the highlands of


Armor Class 14 (natural armor)
Hit Points 25 (3d8+5)
Coerthas and the unseen Xelphatol, their frequent excursions
Speed 30 ft.
into the northern Black Shroud has drawn them into conflict

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

Black Shroud, new generations of Ixal have lacked pinion


10 (+0) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 10 (+0)
feathers. Having lost their ability to fly, they use balloons for

transporting cargo throughout mountain passes. Their main


Skills Athletics +2, Insight +4, Nature +5, Survival +4
stronghold is Natalan, located east of Camp Dragonhead in
Damage Resistances thunder
the Coerthas Highlands. As befitting their reverence for the
Senses passive Perception 12
Languages Common, Ixali
Lady of Vortexes, the Ixal have an affinity to using wind
Challenge 2 (700 XP)
magic, and her blessings power the airstones that guide their

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.

Medium humanoid (Ixal), Lawful Evil Actions


Multiattack. The Swiftbeak makes two attacks with
Armor Class 13(natural armor) its Spear
Hit Points 34 (5d8+5)
Speed 30 ft. Spear. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
Coming Storm (Recharge 5-6). The Ixal gathers the
STR DEX CON INT WIS CHA energy of the wind and makes an additional attack
10 (+0) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 10 (+0) roll.

Skills Insight +4, Nature +5, Survival +4


Damage Resistances thunder
Senses passive Perception 12
Languages Common, Ixali
Challenge 3 (700 XP)

Babaric Surge (3/day). As a bonus action, the Ixali


Strongbeak can empower its attacks with rage. For
1d4 rounds, it deals an additional 1d6 thunder
damage for all damage rolls, but has disadvantage to
hit.

Actions
Multiattack. The Strongbeak makes two attacks with
its Scimitar
Scimitar. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Coming Storm (Recharge 5-6). The Ixal gathers the
energy of the wind and makes an additional attack
roll.

59
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 
Medium humanoid (Ixal), Lawful Evil Medium humanoid (Ixal), Lawful Evil

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.

60
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
Large beast, unaligned

Armor Class 14 (natural armor)


Hit Points 45 (5d10 + 15)
Speed 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +5, Stealth +4


Damage Immunities cold
Senses passive Perception 15
Languages —
Challenge 3 (700 XP)

Keen Hearing and Smell. The wolf has advantage on


Wisdom (Perception) checks that rely on hearing or
smell.
Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf's
allies is within 5 ft. of the creature and the ally isn't
incapacitated.
Snow Camouflage. The wolf has advantage on
Dexterity (Stealth) checks made to hide in snowy
terrain.
Actions
Multiattack. The Watchwolf makes two attacks: One
with its Bite and one with its Claw
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage. If the
target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft ft.,
one target. Hit: 9 (1d10 + 4) piercing damage.
Sanguine Thirst (Recharge 6). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4)
piercing damage. The Watchwolf takes a deep bite
out of its target and drinks its blood, regaining half
as much damage dealt as hit points.

61
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 Spellcasting. The Fogcaller is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to
Medium humanoid (Ixal), Lawful Evil
hit with spell attacks). The mage has the following
spells prepared:
Armor Class 16 (natural armor)
Hit Points 75(6d8+26) Cantrips (at will): Gust, blade ward, booming blade,
Speed 30 ft. magic stone
1st level (4 slots): Chromatic Orb, mage armor, feather
fall, earth tremor, fog cloud
STR DEX CON INT WIS CHA 2nd level (3 slots): Dust Devil, Shatter, Warding Wind,
12 (+1) 15 (+2) 14 (+2) 16 (+3) 18 (+4) 14 (+2) Misty Step, Spiritual Weapon
3rd level (3 slots): Haste, thunder step, Wind Wall,
Counterspell, Elemental Weapon, Pulse Wave
Saving Throws Int +6, Wis +7 4th level (3 slots): Elemental Bane, Gravity Sinkhole,
Skills Arcana +6, Nature +9, Religion +6 Storm Sphere
Damage Resistances thunder 5th Level (1 slot): Destructive Wave
Senses passive Perception 14
Languages Common, Ixali Maelstrom Idol. The Natalan Fogcaller, and all allies
Challenge 7 (2,900 XP) within 30 feet of the Natalan Fogcaller have advantage
on saving throws and are immune to the fear condition,
Aetheric Surge (5/day). When the Ixali Fearcaller casts a and their weapon attacks deal an additional 1d4
spell, it may choose to reroll any damage die that damage on their melee or ranged weapon attacks.
resulted in a 1 or a 2. It must use the resulting rolls. Actions
Innate Spellcasting. The Fogcaller's innate spellcasting Multiattack. The Fogcaller makes two attacks with its
ability is Wisdom (spell save DC 15, +7 to hit with spell Quarterstaff.
attacks). It can innately cast the following spells,
requiring no material components: Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
At will: Shillelagh 6 (1d8 + 2) bludgeoning damage if used with two
2/day each: Blur, healing word, gust of wind hands.
1/day each: Conjure Elemental (wind), Control Winds

62
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



 Bradamante. Melee weapon attack: +8 to hit, reach 10


ft., one target. hit 8, (1d10+4) slashing damage
Medium Humanoid (Garlean), Chaotic Evil - Credit to
Nate_Ranney Gunner Shot. Ranged weapon attack: +7 to hit, reach
70/140 feet, one target: hit 8 (1d10+3) thunder
Armor Class 17 (half plate) damage
Hit Points 175 Ravens Beak (Recharge 5-6). Nael makes a melee
Speed 30ft. weapon attack with her Gunhalberd: Bradamante. On a
hit, it deals an additional 2d10 damagae and crits on a
19 or 20. If successful, hit target must succeed on a dc
STR DEX CON INT WIS CHA 19 saving throw or be stunned until the end of their
18 (+4) 16 (+3) 18 (+4) 13 (+1) 10 (0) 14 (+2) next turn.
Warp Nael teleports to an unnocupied space she can
Saving Throws Str +7, Dex +6, Wis +4 see within 60 feet.
Skills Athletics +7, Acrobatics +6, Arcana +5,
Perception +4, Religion +5 Legendary Actions
Damage Resitances Bludgeoning, piercing and slashing Nael can take 3 legendary actions, choosing from the
from nonmagical weapons options below. Only one legendary action option can
Condition Immunities Charmed, Confusion be used at a time and only at the end of another
Senses passive Perception 12 creature's turn. Nael regains spent legendary actions at
Languages Common, Garlean, Draconic the start of her turn.
Challenge 7 (2,900 XP)
Attack. Nael makes either a melee weapon attack or a
Immutable form. Nael is immune to any spell or effect gunner shot with bradamente to one creature within
that would alter her form while in her armor. range
Warp. Nael uses the Warp action
Legatus Armor While wearing her armor with it's helm
on, Nael has advantage on investigation checks, Thermionic Beam (Costs 2 Actions) Nael fires a bolt of
perception checks, and advantage on ranged weapon brilliant energy from her Bradamante, with 2 seperate
attacks. Also while donned in this armor, any critical hit adjacent pillars exploding on both sides of her. The
against Nael must be confirmed by rolling another initial beam of energy is a 190 foot line attack, while
attack roll. If this fails, the critical becomes a normal the adjacent pillars are a 10 foot pillar next to her. All
attack. enemies caught in the target zones must succeed a
Dex save (DC 14) or take 2d8 thunder damage.
Spiritbonded Weapon Nael can summon her
Bradamante to her hand as a bonus action. This ability ***Iron Chariot (Costs 2 Actions)***. Nael makes a
works regardless of whether or not they are seperate by melee attack against all creatures within 10 feet. All
different planes of existance. creatures hit in this way must also make a Str Save (DC
15) or be knocked back 20 feet, and fall prone.
Actions
Multiattack. Nael makes two melee attacks with
Bradamante, or two ranged attacks with her gunner
shot, or a combination of the two.

63
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 Multiattack. Nael makes four melee attacks with
Medium Humanoid (Garlean), Chaotic Evil - Credit to Bradamante, or four ranged attacks with her gunner
Nate_Ranney shot, or a combination of the two.
Bradamante. Melee weapon attack: +13 to hit, reach 10
Armor Class 19 ft., one target. hit 10, (1d10+6) slashing damage
Hit Points 175
Speed 40 ft., fly 40 ft Gunner Shot. Ranged weapon attack: +7 to hit, reach
70/140 feet, one target: hit 9 (1d10+5) thunder
damage
STR DEX CON INT WIS CHA Ravens Beak (Recharge 5-6). Nael makes a melee
20 (+5) 18 (+4) 21 (+5) 15 (+2) 12 (+1) 16 (+3) weapon attack with her Gunhalberd: Bradamante. On a
hit, it deals an additional 2d10 damagae and crits on a
19 or 20. If successful, hit target must succeed on a dc
Saving Throws Str +8, Dex + 7, Wis +6 19 saving throw or be stunned until the end of their
Skills Athletics +8, Acrobatics +7 Arcana +5, Perception next turn.
+6, Religion +5
Condition Immunities Charmed, Confusion, Paralyzed, Lunar Dynamo (Recharge 6). Nael unleashes a ring of life
Petrify draining energy centered around her. All creatures
Senses passive Perception 15 positioned between 20 feet to 35 feet away from her
Languages Common, Garlean, Draconic must make a DC 20 constitution saving throw or suffer
Challenge 7 (2,500) 4d6 necrotic damage, and Nael regains hit points equal
to half the necrotic damage dealt.
Immutable form. Nael is immune to any spell or effect Teleport. Nael teleports to an unnocupied space she
that would alter her form. can see within 120 feet.
Legatus Armor While wearing her armor, Nael has Legendary Actions
advantage on investigation checks, perception checks,
and advantage on ranged weapon attacks. Also while Nael Deus Darnus can take 3 legendary actions,
donned in this armor, any critical hit against Nael must choosing from the options below or from Nael Van
be confirmed by rolling another attack roll. If this fails, Darnus above. Only one legendary action option can be
the critical becomes a normal attack. used at a time and only at the end of another creature's
turn. Nael regains spent legendary actions at the start of
Legendary Resistance (3/Day): If Nael fails a saving her turn.
throw, she can choose to succeed instead
Magic Resistance: Nael has advantage on Saving Throws Sweep attack Nael attacks two creatures within range
against Spells and other magical Effects. with either her Bradamante or Gunner Shot actions.

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

 2 Lunar Fragments begin falling towards Rivenroad and

the surrounding Carteneau flats. Each fragment takes


The Final confrontation of Nael lies on Rivenroad, an ancient three lair actions to strike the area. They each have 15 HP,
Allagan site floating above the clouds. When Dalamud's and 8 AC. When Nael Deus Darnus is active, The Meteors
Beacon is active, it begins the process of activating the take two actions instead, falling much quicker. If the
Ancient Forbidden Magic: Meteor. As long as the beacon fragments are not destroyed before striking Rivenroad, all
remains active, Dalamud draws closer to Eorzea. Rivenroad creatures must make a Dex 15 Saving Throw, taking 1d8
is a series of floating islands held aloft by old magic circles, Bludgeoning Damage, and 2d8 fire damage, on a failed
and Dalamud's beacon. The main island is 160 feet, with save, or half as much on a successful save.
floating steps spiraling up 120 feet in length to a smaller 60

foot island floating 80 feet above. Should Dalamud's beacon

be destroyed, the island crumbles to the ground far below.


On initiative Count 20 (Losing Initiative ties), Nael can take a

lair action to cause one of the flolowing effects; she can't use

the same effect two rounds in a row.

64
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Nael Deus Darnus teleports to the topmost island, and

begins drawing energy from whatever meteors have fallen.

On this island, Nael halves any damage taken, after

applying resistances and vulnerabilites, until Megaflare is

charged. Any meteors that strike Rivenroad quickly

become Stone Golems while Nael is charging Megaflare,

immediately roll initiative, and act on their turn. These

golems have 15 HP each, however, and an AC of 12, as

they are not as stable as usual golems (Nael Deus Darnus

only). While charging Megaflare in this way, Nael cannot

move from her position in the center of the island, and

must make concentration checks to focus her energy.

Should she fail 3 concentration checks, Megaflare deals

half damage once complete. Megaflare takes three of

Nael's turns to finish charging.

Megaflare: Once megaflare is charged, Nael flies far

above the island and rains dark violet orbs across the

battlefield. All creatures must succeed on a DC18

Dexterity check or take 3d8 Fire Damage, and 3d8 force

damage, pluse an additional 1d4 force damage for each

meteor that struck the battlefield.


The region around Rivenroad is warped by Dalamud's

influence, creating the following effects.

Dalamud darkens the sky with dark clouds and red

lightning, while a rough barrier winds buffet around a 1

mile radius of Rivenroad, making flight near difficult for

most creatures and vehicles save for Garlean Airships.

Creaures within the winds have disadvantage on

Percetption (Wis) checks, and after each hour spent in the

winds, a creature must make a dc 14 constitution saving

throw or suffer one point of exhaustion.

Rivenroad warps the gravity around it, drawing in any

Lunar Fragment falling within a 1 mile radius towards the

islands. Every 5 minutes within a 5 mile radius of the

island, Lunar Fragments rain down on the area below

Rivenroad, as per Nael's lair actions.

The Elder Primal slumbering within Dalamud is stirring,

and his rage calls out and minorly tempers local

creatures. All creatures not gifted with the Echo must

make a DC 15 Charisma Saving throw at the end of each

Long Rest. Any creature that fails this save cannot

distinguish friend from foe and attacks indiscriminitely

ranting about Evil unrestrained Allagans, decietful

ascians, and vengeance for the Brood. This teperment

ends when a creature copletes a long rest outside the

radius of Rivenroad.

65
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



Small imperial warmachina (construct), unaligned

Armor Class 13 (natural armor)


Hit Points 5 (1d8)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


4 (-3) 15 (+2) 9 (-1) 6 (-2) 8 (-1) 4 (-3)

Damage Immunities poison


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

Short Range. The magitek bit most often serves as an


auxiliary unit for groups of infantry or larger magitek
constructs.

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

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 

Placeholder

 Large vehicle (3,000pz), imperial warmachina


Forming the backbone of the imperial army's mounted

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

form of these mobile artillery batteries formed the majority of


STR DEX CON INT WIS CHA
the imperial frontline, providing strong cover for allied

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

Powerful Hind Legs. The Reaper-class is unaffected


Variant: Gilded Reaper-class by difficult terrain. If it moves at least 30 feet in a
It only took a few heated skirmishes with the allied straight line, it can clear a distance of up to 15 feet
city–states for Garlemald to realize that the when jumping over a chasm, ravine, or other gap.
magicks wielded by the realm's mages were too Each foot it clears on the jump costs a foot of
much for even the thickest of magitek armor movement.
plating. Alloyed gilding has since been discovered Prone Deficiency. If the Reaper-class falls prone, its
to dampen the effects of elemental charges and is movement speed is 0 and is unable to right itself.
now standard issue.
Authorization. A Reaper-class identification key is
Alloyed Gilding. Because of its new plating, the required to access the control systems and drive the
Gilded Reaper-class automatically fails all Stealth vehicle.
checks made in bright or dim light.
Actions
Magic Resistance. The Gilded Reaper-class has Stomp. Each creature within 10 feet of the Reaper-
advantage on saving throws against spells and class must make a DC 14 Dexterity saving throw,
other magical effects. taking 17 (3d8 + 2) bludgeoning damage on a failed
save, or half as much damage on a successful one.
Magitek Cannon (Recharge 5-6). The Reaper-class
opens its jaws and roars, unleashing a blast of flame.
It can innately cast the Fireball spell at 5th level
without its material components.
Photon Stream. For one round, the Reaper-class
opens its pauldrons and unloads a continuous
barrage of bullets in a 30-foot cone. Each creature in
that area must make a DC 16 Dexterity saving
throw, taking 18 (6d4) force damage on a failed
save, or half as much damage on a successful one,
and for each foot of movement in the affected area.
Action Stations
Helm (Requires 1 Crew and Grants Half Cover). Drive,
steer, and take actions with the Reaper-class.
Legendary Actions
Core Overload (1 use). By overloading its core, the Reaper-class can
innately cast the Fireball spell at 9th level, without its material
components, and with doubled range and effect radius. The Reaper-
class then ceases to function and rendered inoperable.

67
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
The most recent model in the Empire's line of piloted

magitek armor. Though based on the Reaper -class design, the

Predator-class has been outfitted with bladed arms to

improve its close-quarter combat capabilities and also Large vehicle (2,500pz), imperial warmachina
features simplified armor plating for enhanced mobility.

Creature Capacity 1 Medium Creature


Armor Class 17 (15 while motionless)
Hit Points 170 (damage threshold 5, mishap
threshold 10)
Speed 50ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 15 (+2) 0 0 0

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned,
stunned, unconscious

Prone Deficiency. If the Reaper-class falls prone, its


movement speed is 0 and is unable to right itself.
Authorization. A Predator-class identification key is
required to access the control systems and drive the
vehicle.
Actions
Multiattack. The Predator-class makes two claw
attacks.
Magitek Claw. Melee Weapon Attack: +8 to hit, reach
15ft,. one target. Hit: 20 (3d10 + 3) piercing
damage.
Magitek Ray (Recharge 5-6). The core of the
Predator-class shines green, before a beam of pure
energy ignites from it. It can innately cast the
Disintegrate spell without its material components.
Magitek Missile. The Predator-class launches missiles
straight into the air, equal to the number of
creatures within 60 feet. At the beginning of its next
turn, each creature targeted must make a DC 16
Dexterity saving throw, taking 14 (2d10) piercing
damage and 5 (2d4) fire damage on a failed save, or
half as much damage on a successful one.
Action Stations
Helm (Requires 1 Crew and Grants Half Cover). Drive,
steer, and take actions with the Predator-class.
Reactions
Deadly Reach. In response to a visible enemy moving
into its reach, the Predator-class makes one claw
attack against that enemy.
Legendary Actions
Core Overload (1 use). By overloading its core, the Predator-class can
innately cast the Disintegrate spell at 9th level, without its material
components and with doubled range. The Predator-class then ceases
to function and rendered inoperable.

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
d20 Repair
Result Mishap DC
Engine Flare. Ceruleum flames erupt from the 15 (Dex) engine and engulf the vehicle. Any creature that starts 15
1
its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends. (Dex)
Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and 15
2-4
Dexterity saving throws until this mishap ends. (Str)
15
5-7 Ceruleum Leak. The vehicle's speed decreases by 30 feet until this mishap ends.
(Str)
Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the 20
8-10
vehicle has no functioning weapons, no mishap occurs. (Str)
Blinding Smoke. The helm station is engulfed with smoke and is heavily obscured until this mishap ends. Any 15
11-13
creature in the helm station is blinded by the smoke. (Dex)
15
14-16 Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends.
(Str)
Damaged Leg. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has
20
17-19 disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the
(Dex)
vehicle have disadvantage.
Flip. The vehicle falls prone in an unoccupied space. Any unsecured creature holding on to the outside of the
vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random
20 None
unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must
succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage.

69
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

C
reatures created out of excess aether,

desperation, and prayer. Their never ending


Primal Tempering
appetite for aether will make them stop at
Every primal can attempt to temper any target by
nothing to claim others for power.
using an action. Once this ability is resisted by a
They typically mimic mythological figures of a
target twice, then they can not make another
society and gain some of their attributes. attempt at the same target unless if the primal
makes a long rest. Some primals can target groups.

 Bonus Actions


 Searing Wind. Ifrit forcefully releases heat from his body
Huge Elemental, Lawful Evil - Credit to SilentSoren for a brief moment, dealing 5 (1d10) fire damage to all
creatures within 10ft. of him.
Armor Class 16 (Natural Armor)
Hit Points 191 (17d12+68)
Speed 30ft.
Reactions
Vulcan Burst. When a creature enters melee range of
Ifrit's Claw attack, Ifrit may release a forceful heatwave
STR DEX CON INT WIS CHA from his body, impacting all creatures within a 20ft.
radius of him. Each creature must make a DC 15
18 (+4) 15 (+3) 18 (+4) 12 (+1) 14 (+2) 18 (+4) Strength saving throw, taking 2d6 Fire damage and
being pushed back 20ft. on a failure, and taking half the
Saving Throws Strength + 7, Wisdom +5, Charisma +7 damage without being pushed back on a success.
Skills Perception +5
Damage Immunities Fire
Condition Immunities charmed, exhaustion Primal Actions
Senses Passive Perception 12 1. Infernal Nail. Ifrit summons a standard of crystalized
Languages Common, Ignan fire-aspected aether at a position within 30ft. he can
Challenge 8 (3900 XP) see. The nail begins to rapidly heat up, exploding in 2d4
rounds unless it is destroyed. When it explodes in a
Crimson Cyclone. If Ifrit moves at least 20 ft. straight raging torrent of fiery aether, all creatures in a 40ft.
toward a target and then hits it with a claw attack on radius must make a DC 15 Dexterity saving throw,
the same turn, the target takes an extra 5 (1d8) taking 12d6 fire damage on a failure, and half as much
slashing damage. If the target is a creature, it must on a success. The Infernal Nail has an AC of 14 and 50
succeed on a DC 15 Strength saving throw or be Hit Points.
knocked prone.
2. Incinerate. Ifrit releases a 15ft. cone of scorching
Nimble Beast. Ifrit's movement is unaffected by difficult flames from his mouth. Each creature in the affected
terrain. area must make a DC 15 Dexterity saving throw, taking
#d8 Fire damage on a failure and half as much on a
Actions success.
Multiattack. Ifrit makes up to three Claw attacks or two 3. Hellfire. Ifrit allows the fiery aether of his body to
Flame Burst attacks. burn out of control. All creatures in a 30ft. radius must
Claw. Melee Weapon Attack: +7 to hit, 10ft., one target. make a DC 15 Dexterity saving throw, taking 6d10 fire
14 (1d8+4) slashing damage and 1d8 fire damage. damage on a failure, and half as much on a success.
Flame Burst. Ranged Weapon Attack: +7 to hit, 60ft., 4. Smoldering. Ifrit's body takes a moment to restoke its
one target. 18 (2d12+4) fire damage flames. His body hardens, gaining a +3 bonus to his AC
until he starts his next turn.
Eruption (Recharge 5-6). Ifrit selects a point within 30ft.
of him and causes the ground to explode with fiery 5. Primal Tempering. Ifrit attempts to temper those
aether in a 20ft. radius. All creatures in the affected area around him. Each creature of Ifrit's choice that is within
must make a DC 15 Dexterity saving throw, taking 8d6 120 feet of the Ifrit must succeed on a DC 18 Wisdom
fire damage on a failure and half as much on a success. saving throw or gain one level of Enthrallment. If a
The affected area becomes difficult terrain, a creature creature's saving throw is successful two times during
takes 2d4 fire damage for every 5ft. of distance they the same encounter, the creature is immune to the
travel through the terrain. The terrain remains in this Ifrit's Primal Tempering for the next 24 hours.Ifrit can
state for 1d4 rounds. only use Primal Tempering once per round.

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 Ifrit, lord of the inferno can take 3 legendary actions,
choosing from the options below. Only one legendary
 action option can be used at a time and only at the end
of another creature's turn. Ifrit, lord of the inferno
Huge elemental, chaotic evil - Credit to Avalon5K regains spent legendary actions at the start of its turn.

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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g y
 Ifrit, lord of the inferno can take 3 legendary actions, choosing from the
Huge elemental, chaotic evil - Credit to Avalon5K options below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Ifrit, lord of the inferno
regains spent legendary actions at the start of its turn.
Armor Class 19 (natural armor)
Hit Points 294 (19d12 + 171) Claw Attack.. Ifrit makes a claw attack.
Speed 50 ft., climb 50 ft.
Incinerate Attack. Ifrit makes an Incinerate attack.
STR DEX CON INT WIS CHA
Primal Tempering. Ifrit attempts to temper those around him. Each
29 (+9) 10 (+0) 29 (+9) 16 (+3) 13 (+1) 21 (+5) creature of Ifrit's choice that is within 120 feet of the Ifrit must succeed
on a DC 19 Wisdom saving throw or gain one level of Enthrallment. If a
Saving Throws Dex +6, Con +15, Wis +7, Cha +11 creature's saving throw is successful two times during the same
Skills Intimidation +11, Perception +13 encounter, the creature is immune to the Ifrit's Primal Tempering for the
Damage Immunities fire
next 24 hours. Ifrit can only use Primal Tempering once per round.
Condition Immunities charmed, exhaustion
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Crimson Cyclone. Ifrit leaps up to its full movement in a random
Languages Common, Ignan direction. at the end of the next creature's turn in the Initiative order Ifrit
Challenge 20 (25,000 XP) dashes back to its original position leaving a trail of fiery aether behind.
Each creature that Ifrit passes over must make a DC 21 Dexterity saving
throw, taking 23 (4d6 + 9) fire damage on a failed save, or half as much
Legendary Resistance (3/Day). If the dragon fails a saving throw, it
damage on a successful one. This movement does not generates an attack
can choose to succeed instead.
of opportunity. Ifrit can only do this once per round.
Sear. Whenever Ifrit's health reaches 75%(220 hp) or lower an aura of
Hellfire (Costs 2 Actions). Ifrit allows the firey aether of his body to
flickeringfire-aspected aether radiates from its body. A creature that
burn out of control expanding out of him in a 60-foot sphere. Each
touches Ifrit or hits it with a melee attack while within 5 feet of it takes 7
creature in that area must make a DC 21 Dexterity saving throw, taking 70
(2d6) fire damage.
(20d6) fire damage on a failed save, or half as much damage on a
Crimson Replica. Any time that Ifrit takes the Crimson Cyclone successful one. Ifrit can only use Hellfire after his health has reached 50%
legendary action and leaps in a random direction, if he is at 75%(220 hp) (118 hp) or lower.Ifrit can only use Hellfire once a day.
health or less a translucent copy of Ifrit jumps the same distance to a
position either left or right 10 ft. adjacent form the original. the copy Lair Actions
Dashes back to Ifrit at the end of the turn after he returns to his original When fighting inside its lair, Ifrit, lord of the inferno can invoke the
position replicating the effect. if Ifrit is at 50%(147 hp) health or less ambient magic to take lair actions. On initiative count 20 (losing initiative
Crimson replica generates a second copy of Ifrit that takes the opposite ties), Ifrit, lord of the inferno can take one lair action to cause one of the
adjacent space and dashes back to Ifrit at the end of the turn after the first following effects:
copy.
Eruption. A 20 ft. radius under Three of Ifrit's enemies glows in a
Infernal Nails (1/day). Whenever Ifrit's health reaches 50%(147 hp)
concentration of fire-aspected aether. On Initiative count 0 the radius
or lower he automatically summons 4 standards of crystalized fire-
erupts in a 40 ft. high, 20 ft. radius pilar of Fiery aether. any creature in
aspected aether in a cross pattern within the edge of a 30 ft. area around
the eruption area must make a DC 15 Dexterity saving throw, taking
himself. The nails begins to rapidly heat up, exploding on Initiative count
21 (6d6) fire damage on a failed save, or half as much damage on a
0 of the 6th round after they are summon unless destroyed. When a nail
successful one.
explodes in a raging torrent of fiery aether, all creatures in a 120 ft.
spherical radius of it take 20d6 fire damage. The Infernal Nail has an AC of Radiant Plume (Inner). The fire-aspected aether surrounding Ifrit
14, 50 hit Points, and automatically success any saving throws. The gathers in the center of the lair inside a 60 ft. radius. On Initiative
Infernal Nails are immune to damage from Ifrit or other Infernal Nails. count 0 the radius erupts in a 40 ft. high, 60 ft. radius pilar of Fiery
aether. any creature in the eruption area must make a DC 15 Dexterity
Actions saving throw, taking 21 (6d6) fire damage on a failed save, or half as
Multiattack. The Ifrit, Lord of the Inferno (Hard) makes one incinerate much damage on a successful one.
attack and two claw attacks. Radiant Plume (Outer). The fire-aspected aether surrounding Ifrit
gathers in the outer rim of the lair outside a 60 ft. radius. On Initiative
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16
count 0 the outside of the radius erupts in a 40 ft. high, 60 ft. radius
(2d6 + 9) slashing damage plus 16 (2d6 + 9) fire damage.
eruption of Fiery aether. any creature in the eruption area must make a
Incinerate. The Ifrit exhales a torrent of scorching flames in a 15-foot DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed
cone. Each creature in that area must make a DC 21 Dexterity saving save, or half as much damage on a successful one.
throw, taking 18 (2d8 + 9) fire damage on a failed save, or half as much
Radiant Plume (Final). The fire-aspected aether surrounding Ifrit
damage on a successful one.
gathers all over the lair outside a 30 ft. radius of Ifrit. On Initiative
Reactions count 0 the outside of the radius erupts in a 40 ft. high eruption of
Fiery aether. any creature in the eruption area must make a DC 15
Vulcan Burst. Once per round, when a creature damages Ifrit, he may Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or
realese a forceful heatwave from its body. Each creature within 20 ft. of half as much damage on a successful one.
Ifrit must succeed on a DC 21 Dexterity saving throw, taking 16 (2d6 +
9) fire damage and be knocked back 20 ft. and taking half the damage Ifrit, lord of the inferno only uses Eruption while over 75% of its health
without being knocked back on a success. (220 hp). Otherwise he alternates between Radiant Plume (Inner), Radiant
Plume (Outer) and Radiant Plume (Final) one after the other.
72
Legendary Actions
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 Bonus Actions
Huge Elemental, Neutral Good - Credit to SilentSoren
Tumult. Titan slams his foot sending out a seismic
Armor Class 17 (Natural Armor) wave. All creatures in a 20ft. radius must make a DC ##
Hit Points 238 (17d12+117) Dexterity check or take 7 (1d12) bludgeoning damage
Speed 25ft. and be knocked prone. On a success, creatures take
half the damage and are not knocked prone.

STR DEX CON INT WIS CHA


Reactions
20 (+5) 8 (-1) 24 (+7) 10 (+0) 16 (+3) 12 (+1) Mountain Buster. When Titan is struck with a melee
weapon attack, he may choose to kick up the land
Saving Throws Strength +8, Constitution +10, Wisdom beneath himself towards the attacker in a 15ft. cone.
+7, Charisma +4 All creatures in the affected area must make a DC 15
Skills Perception +5 Dexterity saving throw, taking 2d10 bludgeoning
Damage Resistance Slashing, Bludgeoning, Piercing damage. The affected area becomes difficult terrain.
damage from non-magical weapons
Condition Immunities charmed, exhaustion
Senses Passive Perception 13, Tremorsense 30ft. Primal Actions
Languages Languages
1. Geocrush. Titan magnetizes his body allowing him to
Challenge 8 (3900 XP)
leap high into the air and slam down into a point within
20ft. of his starting position. All creatures within a 20ft.
Crushing Steps. Titans's movement is unaffected by radius of his landing location must make a DC 15
difficult terrain. Dexterity saving throw or take 3d10 bludgeoning
damage. The affected area becomes difficult terrain.
Actions
2. Earthen Gaol. Titan selects a creature within 30ft. of
Multiattack. Titan makes up to three Fist attacks or him and magnetizes the land around them, causing it to
select two targets for Weight of the Land. form a coffin of earth and stone around them. The
Fist. Melee Weapon Attack: +7 to hit, 10ft., one target. creature must make a DC 15 Strength saving throw or
9 (1d8+5) bludgeoning damage. become sealed inside. While sealed the creature is
restrained and blinded. The creature benefits from full
Weight of the Land. Titan stirs the sand beneath a cover while trapped inside the Gaol. The only way for
creature he sees within 40ft. of him. The target creature the creature to be freed from the Earthen Gaol is to
must make a DC 15 Dexterity saving throw, taking destroy it. The Gaol has 50 hit points and an AC of 13.
2d10 bludgeoning damage on a failure, and half as
much on a success. 3.Gemstone Heart. The gemstone in Titan's chest
begins to glow brightly and his body begins encased in
Landslide (Recharge 6). Titan strikes the ground with his a veil. This veil grants Titan 70 temporary hit points.
fist with great force, sending a cascading seismic wave This may be done only once a day.
in a 60ft. long, 10ft. wide line. All creatures in the
affected area must make a DC 15 Dexterity saving 4.Earthen Fury. Titan unleashes the power of his
throw taking 8d6 bludgeoning damage and being Gemstone Heart, the energy exploding off his body in a
pushed back 40ft on a failure, and half as much damage 30ft. radius. Each creature in range makes a
on a success and are not pushed back. If a creature Constitution saving throw, taking 1d12 bludgeon
pushed back in this way collides with an object or damage for every 10 temporary hit points Titan has at
creature, both creatures or objects take 1d6 the time of using this feature.
bludgeoning damage for every 5ft. that the creature
traveled.

73
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 Geocrush. Titan jumps upwards into the air leaving the
battlefield for the rest of the turn. On initiative count 0
Huge elemental, Chaotic Neutral - Credit to Avalon5K
Titan smashes down on the center of the battlefield
creating a massive shock wave of earthen aether. Each
Armor Class 20 (natural armor) creature within 60 ft. of Titan must succeed on a DC
Hit Points 192 (11d20 + 77) 23 Constitution saving throw or take 22(4d10)
Speed 40 ft. bludgeoning damage, as well as 22 (4d10) thunder
damage, and be knocked back 30 ft. away from Titan. A
creature that succeeds on its saving throw takes half as
STR DEX CON INT WIS CHA much damage. Titan can only use Geocrush twice
24 (+7) 8 (-1) 24 (+7) 9 (-1) 21 (+5) 18 (+4) during an encounter, once when his health reaches
75%(163 hp) or lower and a second time when his
health reaches 50%(96 hp) or less.
Saving Throws Wis +10, Cha +9
Damage Resistances bludgeoning, piercing, and slashing Legendary Actions
from nonmagical attacks The monster can take 3 legendary actions, choosing
Damage Immunities poison from the options below. Only one legendary action
Condition Immunities paralyzed, petrified, poisoned, option can be used at a time and only at the end of
prone another creature's turn. The monster regains spent
Senses darkvision 60 ft., tremorsense 60 ft., passive legendary actions at the start of its turn.
Perception 15
Languages Common, Draconic, Terran Fist. Titan makes one fist attack
Challenge 15 (13,000 XP)
Rock Buster (Costs 2 Actions). Titan uses rock buster
with out its recharge.
Legendary Resistance (3/day). If Titan, Lord of Crags fails
a saving throw, it can choose to succeed instead. Primal Tempering. Titan attempts to temper those
around him. Each creature of Titan's choice that is
Magic Weapons. Titan, Lord of Crags's weapon attacks within 120 feet of him must succeed on a DC 18
are magical. Wisdom saving throw or gain one level of Enthrallment.
Titan's Heart (1/day). Whenever Titan's health reaches If a creature's saving throw is successful two times
50%(96 hp) the gemstone in Titan's chest begins to during the same encounter, the creature is immune to
glow brightly with earthen aether, his body is encased the Titan's Primal Tempering for the next 24 hours.
in a golden veil that makes Titan immune to all damage Titan can only use Primal Tempering once per round.
until Titan's Heart is destroy. Titan' Heart is affixed at Landslide. Titan strikes the ground with his fist with
the center of it chest, It has an AC of 14, 70 hit Points great force, sending a cascading seismic wave in a 60ft.
and it's immune to damage from Titan. long, 10ft. wide line. All creatures in the affected area
Earthen Fury. Either on the 6th turn (at initiative count must make a DC 23 Dexterity saving throw taking 22
0) of the activation of Titan's Heart or when the Heart (4d10) bludgeoning damage and being pushed back
is destroyed, the leftover aether of the Heart Explodes 40ft on a failure, and half as much damage on a success
outwards in a 120 ft. radius. Each creature inside the and are not pushed back. Titan can only use landslide
radius takes 22(4d10) bludgeoning damage plus three once per round.
times the left over health from Titan's Heart. After
Earthen Fury, Titan's Heart is destroyed. Lair Actions
When fighting inside its lair, Titan, lord of crags can
Actions invoke the ambient magic to take lair actions, He only
Multiattack. Titan, Lord of Crags makes two Fist attacks. does this after his health reaches 50%(96 hp). On
if available, it can use Ground Smash in place of one of initiative count 20 (losing initiative ties), Titan, lord of
these attacks. crags can take one lair action to cause one of the
following effects:
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 18 (2d10 + 7) bludgeoning damage. Weight of the Land. A 20 ft. radius under two of Titan's
enemies glows in a concentration of earthen aether.
Rock Buster (Recharge 5–6). Titan makes one fist attack. On Initiative count 0 the radius explodes. Each
On a hit, the target takes an extra 22 (4d10) thunder creature inside the radius must make a DC 15
damage. Dexterity saving throw, taking 22 (4d10) thunder
Tumult (Recharge 6). Titan stomps the ground with its damage on a failed save, or half as much damage on
foot causing an earth tremor in and pelting with rocks a a successful one.
30 ft. radius circle centered on itself. Each creature in Granite Gaol. The earthen aether surrounding Titan
that area must make a DC 23 Dexterity saving throw. A graters around one of its enemies to imprison them
creature takes 22 (4d10) bludgeoning damage on a in a coffin of earth and stone. That creature must
failed save, or half as much damage on a successful make a DC 15 Strength saving throw or become
one. sealed inside. Until the Gaol is destroyed, the
creature is considered restrained, blinded and gets
Reactions the benefits of full cover while inside. The Gaol Has
20 hp and an AC of 10.
The titan, lord of crags can't use the same effect two
74 rounds in a row.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 Mistral Shriek. Whenever Garuda teleports she releases a burst of
windy aether. All other creatures within 15 ft. of Garuda must each make a
 DC 18 Dexterity saving throw, taking 20 (3d8 + 7) bludgeoning damage
on a failed save, or half as much damage on a successful one. Garuda can
Huge humanoid, Chaotic Neutral - Credit to Avalon5K
only use this reaction while Eye of the storm is active.

Armor Class 18 (natural armor) Legendary Actions


Hit Points 210 (20d12 + 80)
Garuda, lady of the vortex can take 3 legendary actions, choosing from the
Speed 30 ft., fly 60 ft. (hover)
options below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Garuda, lady of the vortex
STR DEX CON INT WIS CHA regains spent legendary actions at the start of its turn.

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

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Small elemental, chaotic neutral - Credit to Avalon5K

Armor Class 14 (natural armor)


Hit Points 9 (2d6 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical weapons
Senses blindsight 60 ft., passive Perception 10
Languages understands Auran
Challenge 12 (100 XP)

Death Burst. When the Razor Plume dies, it explodes


in a burst of Windy aether. Each creature within 5 ft.
of it must make a DC 11 Dexterity saving throw,
taking 9 (2d8) thunder damage on a failed save, or
half as much damage on a successful one.
Siege Monster. The Razor Plume deals double
damage to objects and structures.
Actions
Wind Blast. Melee or Ranged Weapon Attack +4 to
hit, reach 5 ft. or range 1015 ft., one target. Hit 11
(2d8 + 2) thunder damage.

76
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.




Every story has a beginning. Your character's background

reveals where you came from, how you became an

adventurer, and your place in the world.

The sample backgrounds in this chapter provide both

concrete benefits (features, proficiencies, and languages) and

roleplaying suggestions, unique to Final Fantasy XIV.


Authored by It's Naga.

Aetherologists are scholars in the field of magic, otherwise

known as aether. It is the essence of existence and the very

lifeblood of our star, permeating from the tiniest grain of sand

to the theorized "Mothercrystal" phenomenon. As such, the

life of an aetherologist is a demanding task, one of constant

research and diligence, to safeguard the star's delicate

ecosystem against that would wish to witness it unravel.

Skill Proficiencies: Arcana & Investigation.

Tool Proficiencies: Aetherologists’ Tools.

Equipment: A set of travelers’ clothes or fine clothes, a set

of aetherologists’ tools, a pouch containing elemental

crystals, a book containing your notes, and a purse

containing 200 gil.


You know how to further use aetherologists’ tools to read the

ambient magicks around you to deduce disturbances. Making

an Intelligence (Investigation) check with a functioning

aetherometer equipped will yield additional information

normally imperceivable to you. This may include, if any; who

or what may have been present, what events may have

occurred, how recently it may have been, and what any

consequential effects may be.

Due to the ever-changing nature of worldly aether, the

information you gleam with the aetherometer is not

conclusive proof of a matter. While better than nothing, you

know that these findings are, at best, supplementary to

physical evidence.


With this variant feature, the granted proficiency of

Investigation is replaced with Medicine instead.

You instead use your aetherometer for medicinal purposes,

examining the aether within living beings. You are easily able

to diagnose aether sickness and other magic-related

illnesses, as well as how to treat them. Additionally, you can

create remedies for injuries and ailments using crystals as

ingredients in place of traditional medicine, if you choose.


TBC

77
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
So long as you remain a member of the guild and maintain a
Authored by It's Naga.
friendly relationship with your local proprietor, you may enjoy

complementary meals and board at no charge to you or your


The Adventurers' Guild is a supranational organization
party members. Additionally, they may also be willing to
employing able-bodied people from all walks of life. The guild
overlook the daily limit on levequests, allowing you and your
acts as an intermediary by receiving varied requests for aid
party members to undertake additional work as a courtesy to
from townsfolk, and adventurers throughout the realm can be
veterans.
found working not just as hired swords, but as tradesmen

and gatherers as well. You may see this feature extended to other locations by

establishing a friendly relationship with their respective


Choose a city-state from below, determining the tavern that
proprietors.
is your Adventurers' Guild home branch:

 
TBC
Your local proprietor is Baderon Tenfingers, a Midlander man

of forty-eight winters. A skilled mercenary in his youth, he has

since retired and opened a tavern in Limsa Lominsa's Upper

Decks. He acts as something of a teacher, always looking to

help the younger generation find its feet.


Your local proprietor is Momodi Modi, a Dunesfolk woman of

forty-four summers. Many frequent her tavern, nestled within

the Steps of Nald of Ul'dah, searching for her sage advice and

willingness to assist those troubled by matters of the heart.


Your local proprietor is Mother Miounne, a Wildwood woman

aged thirty-six. Her establishment in New Gridania boasts an

open terrace and mighty waterwheel, attracting many visitors.

A talented herbalist and medicine woman, many come to her

when they require a reliable hand.


Your local patron is Slafborn Rhotweitzsyn, a Sea Wolf man

of forty-five summers. While not the proprietor of The

Seventh Heaven, he'll make sure to put in a good word for

you as the man elected to lead Revenant's Toll. He is honest,

approachable, and a seasoned adventurer.

Skill Proficiencies: One of your choice.

Languages: One of your choice.

Tool Proficiencies: Two of your choice.

Equipment: A set of traveler's clothes, stamped leveplates

from past levequests, a copy of your signed registration

form, a sigil bearing the guild's crest, and a pouch

containing 1,000 gil.

78
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d6 Ideal

Combat. My job isn't done until I teach every bird here
1
Authored by It's Naga.
Choco Meteor. (Chaotic)
Known for their masks modeled after the ever-faithful Nature. Wild Chocobo are best left alone, only the
2
chocobo, Chocobokeeps can be found at across Eorzea domesticated birds are our concern. (Neutral)
offering use of their Chocobo Porter service. Despite what
Care. I carefully assess every bird's condition and act in
some, particularly the burgeoning merchants of Ul'dah, may 3
its best interests. (Lawful)
think about the business practices; it's the Chocobokeep's

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

containing 1,000 gil. d6 Bond


 1 TBC
Your knowledge is as good, if not better, than any Tailfeather 2 TBC
hunter, you are easily able to discern whether any chocobo

may be nearby. Using your Chocobokeep equipment, and


3 TBC
should any yellow chocobo be able to see or hear you, they 4 TBC
are easily fooled into approaching you. You have advantage
5 TBC
on all checks related to taming, handling, and training yellow

chocobo. 6 TBC

 d6 Flaw
A Chocobokeep is responsible for caring for and providing
1 TBC
services related to Chocobos, including management of

Chocobo Porter services. Other Chocobokeeps are simply 2 TBC


hobbyists, believing the Chocobo to be the realm's most loyal
3 TBC
and foremost companions. While the love for these cloudkin

is rewarding in its own right, it can be a thankless job for 4 TBC


some who slowly lose their passion, becoming vulnerable to
5 TBC
more selfish and exploitative practices.

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

79
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 
Authored by Vivid_Steel. Edited by It's Naga. Authored by It's Naga.

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

and act in the best interests of all Ishgardians.


Skill Proficiencies: Insight, Nature.
Choose an official mandate from below to serve as your
Tool Proficiencies: Herbalism Kit.
current assignment during your adventure.
Languages: Mooglespeak & Padjali.

Equipment: A set of purple robes and a matching hat, a



trinket representing your connection to nature, a
"The Bloodbearers have forsaken the Fury by assuming the
herbalism kit, and a belt pouch containing 1,000 gil.
forms of hated dragonkind. Such a transformation is possible

 by partaking of dragon blood, a precious commodity in any

right and oddly, the Bloodbearers seem to have a constant


Wherever you go, you hear the whisperings of the elementals,
supply. Pray investigate the matter, Inquisitor."
providing insight on their mood and any current events in the

region. Because of the gulf between their perceptions and



those of men, they speak the truth but their words are cryptic
"The Disciples of Saint Shiva, Inquisitor. Shiva was an
and couched in figurative language. An elemental speaking of
apostate who lay with dragons, and this Lady Iceheart
a broken stream, for example, could be mean a corrupted
seduces her followers by skulking about, likely doing the
aether current or a contaminated waterway.
selfsame - but with our kin. Silence this harlot, this insult to
This gift commands respect from Gridanian authorities,
history, and any who dare entertain her salacious lies."
such as the Wood Wailers and Order of the Twin Adder.

These parties will mildly inconvenience themselves to help



you so long as you do not abuse your authority or openly
" The Faces of Mercy are a band of assassins, thieves,
harm the environment. They will not risk their lives or break
brigands, mercenaries, and other such wretches said to prowl
the law to help you.
the mountains. If one were to pay upfront and can do so

 through a network of contacts, they've a reputation as killers

without moral compass. Hunt them down, Inquisitor."


TBC


"The Lambs of Dalamud, a cult that emerged shortly before

the Calamity, and taken the lesser moon for their god. The

worship of false idols aside, their crimes are most hideous;

kidnapping, ritual sacrifice, and even demon summoning. His

Holiness himself has mandated their extermination."

Skill Proficiencies: Investigation, Religion.

Tool Proficiencies: One of your choice.

Equipment: A set of fine clothes, your choice of official

mandate, a copy of the Enchiridion, an insignia of rank, a

holy symbol of Halone, 15ft of barbed wire, and a belt

pouch containing 1,500 gil.


As an inquisitor of the Holy See, you have the authority to

arrest criminals and those who, you believe, may be guilty of

heresy within the territory of the Holy See. You are expected

to have the accused extradited to Ishgard, but in pressing

circumstances, you are authorized to pass judgment and even

carry out sentencing yourself.

If an arrest occurs outside the territory of the Holy See, you

are expected to turn the accused over to local authorities

unless you possess an official mandate.

If you abuse your authority, your superiors may see it

stripped from you. Additionally, you are strictly forbidden

from learning the Dragonspeak language.

80
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
Authored by It's Naga.

For hundreds of winters the network of spies and informants

of the Frumentarium vigilantly worked to discern any and all

potential threats to the once-burgeoning Republic of

Garlemald. From roving bands of nomads to opportunistic

neighbors, none escaped their watchful eyes.

With the formation of the Garlean Empire, the

Frumentarium has adjusted its tactics, its members now

venturing further into the Three Great Continents for

Emperor Galvus' grand unification of the realm. The ignorant

savages of Eorzea and Othard best beware, for even the walls

have ears.

Skill Proficiencies: Deception, and choose one from

Investigation, Perception, or Stealth.

Tool Proficiencies: Disguise Kit or Forgery Kit, &

Vehicles, Magitek (Land).

Languages: Garlean, and one local language of your

choice.

Equipment: A set of commoners’ clothes or fine clothes, a

disguise kit or forgery kit, a dagger or pistol, a magitek

transceiver, and a pouch containing 1,000 gil.


You are assigned the imperial rank of eir, which is officially

recognized within the territory of the Garlean Empire.

You may contact the Frumentarium via your magitek

transceiver to communicate with a Primus Frumentarius, a

superior whom holds the rank of goe. You may request any

available information on a subject of your choosing such

people, places, or objects, but will take 1d4 days to be

delivered to you and is subject to availability.

You are also expected to provide regular intelligence to the

Frumentarium both independently and in response to direct

requests.


With this variant feature, the granted proficiency of

Deception is replaced with Survival instead. You also gain

proficiency with one gaming set of your choice.

You have become disillusioned with the Garlean Empire

and have used your mission abroad as an opportunity to

defect. With your extensive knowledge of imperial protocols

you can easily make informed assessments about any of their

forces that you may encounter, even with little information.

Such assessments may include which legion you've

encountered, the strength of their numbers, their potential

objectives, and the layout of their fortifications.


TBC

81
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 
TBC
Authored by It's Naga.

Established immediately after Solus Galvus was raised to

dictator, the Magitek Academy serves as both a research

facility and a school for engineers. The Academy admits only

handful of the outstanding applicants from all corners of the

Empire. Even then, only a few of those will successfully

complete their six-year course of study. These strong-willed

and brilliant graduates are given a choice: to continue on as

researchers, or to join the army as magitek technicians.

Skill Proficiencies: Investigation.

Tool Proficiencies: Engineers’ Kit & Vehicles - Magitek

(Land).

Languages: Garlean.

Equipment: A set of common clothes, an imperial

uniform, an engineers’ kit, an item depending on your

chosen feature, a pair of welding gloves and goggles, a

small canister of ceruleum, and a belt pouch containing

500 gil.


You are assigned the imperial rank of jen, which is officially

recognized within the territory of the Garlean Empire.

You have chosen the path of the technician, your studies at

the Magitek Academy focusing on the many intricacies of

imperial warmachina. You may add your proficiency bonus to

any Strength, Dexterity, or Constitution saving throw to the

Repair DC of Vehicles - Magitek (All) mishaps.

This feature grants you possession of a magitek armor

identification key, with your choice between Reaper-class or

Predator-class.


You are assigned the imperial rank of kir, which is officially

recognized within the territory of the Garlean Empire.

You have chosen the path of the researcher, your studies at

the Magitek Academy focusing on reverse-engineering the

technologies of Ancient Allag. Your proficiency bonus is

considered doubled when attempting an Intelligence

(Investigation) check to decipher and transcribe the contents

of Allagan tomestones.

This features grants you possession of a magitek

transceiver in order to report your findings back to the

Magitek Academy. At your DM's determination, the academy

may choose to reward your efforts, depending on the

usefulness of the knowledge you have transcribed.


You have chosen to apply your knowledge of magitek to the

people of Eorzea and the greater world.

During a long rest, you may take adventuring gear, whose

value does not exceed 10,000 gil such as a signal whistle or

hourglass, and attempt to convert them into magitek with an

Intelligence check and use of your engineers' kit. The DC

and time required is at your DM's determination, and its

value cannot exceed more than double of its original worth.

This feature grants you possession of a Mark XIV

Thermocoil Boilmaster (see appendix C).

82
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 Skill Proficiencies: Persuasion, and choose one from:

Athletics, Deception, Insight, Medicine, Sleight of Hand,

Authored by RamblaRahl & It's Naga. or Survival.

Language: The language of your oppressors.


The tales of uprisings are many and though malms apart,
Tool Proficiencies: Disguise Kit, and one artisan tool or
these suppressed souls find kinship, having once put it all on
musical instrument of your choice.
the line for the chance of freedom, though many are content
Equipment: A set of travelers’ clothes, a hooded cloak, an
to now keep their heads low. Others just grit their teeth,
item or mark that represents your nation or organization,
patiently awaiting that spark of hope that will finally break
one set of tools you are proficient in, and a pouch
their oppresors' chains. Yet there are some few that are
containing 500 gil.
whispered of, who soldier ever on and brave the storm of

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

perceptions. Throughout your travels you may encounter

 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.

sworn to protect, tragically perish. This is a tale of Bozja, for

those who despite insurmountable odds, stand and fight on 


for those who remain, and for those they can yet save. With this variant feature, the granted proficiency of

Persuasion is replaced with Stealth instead.


 You prefer to fight your cause indirectly, avoiding open
Of the wayward brothers, who led a revolt against their tyrant conflict wherever possible. From clever subversion to guerilla
in a bloody civil war, only for a greater force to seize their warfare, you prefer to cripple a regime whilst appearing
victory by conquering their weakened state. This is a tale of innocent. You are aware of the locations of safe houses and
Ala Mhigo, for those rugged folk whose hearts burn bright sanctuaries used by your nation or organization, and learn of
with Rhalgr’s imperishable flame. any new ones rather quickly.

 
Of the branded heretics, resolute individuals ostracized from TBC

their homeland for seeking an end to the millennia-long war,

in defiance of their faith. This is a tale of Ishgard, for those

who shake the firmament and fight for truth and all, even for

those who would cast them as enemies.


Of the nation far to the east, who leapt at a chance

opportunity to set their people free, only to underestimate

their oppressors and be swiftly crushed. This is a tale of

Doma, for those who would emerge from the shadows to

stand by their neighbors.

83
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
Authored by It's Naga.

Lettered residents of Eorzea’s major city-states turn to

printed publications to stay abreast of the latest rumors and

affairs of the realm. You, however, have decided to take this a

step further - why only report the news when you can venture

out into the world and make it yourself ?


The foremost paper in Limsa Lominsa, reporting on matters

of pertinence and currency to seafarers. From the haughty

bluster of pirates to far-reaching developments in foreign

diplomacy, The Harbor Herald never fails to put into port

with the day's haul of fresh tidings. Based in the hub of trade

upon the five seas, no other paper can claim the same wealth

of knowledge in international affairs.

’
The premier paper in the commercial hub of Ul'dah, The

Mythril Eye employs expert teams of financial

correspondents and economists who gather and analyze

information on the latest market trends. Ever-laden with

trade forecasts, it commands a dedicated readership among

Ul'dahns and any else with aspirations for profit. Of especial

interest to the paper are incidents of potential impact upon

the Eorzean economy.


Gridania's leading tabloid, The Raven prides itself on its fleet-

footed troupe of correspondents who travel far and wide to

cover news as it happens. Driven by a tenet of timely tidings,

it issues extra editions with uncommon regularity. Known to

pull no punches in its reporting, The Raven has earned a

reputation for delivering all angles of the story to readers.

Skill Proficiencies: Investigation, and your choice of

Insight or Persuasion.

Tool Proficiencies: Calligraphers’ Tools, and one gaming

set of your choice.

Languages: A common language in your city-state.

Equipment: A set of travellers' clothes, a case containing

copies of your business card, an ink and quill set, several

sheets of parchment, a feathered hat, and a belt pouch

containing 500 gil.


You know your city-state like the back of your hand, so when

rumors begin to stir that could lead to a promising story, or

perhaps adventure, you know exactly who to see for further

information or comment.

During long rests, you may regale the details of your

investigations, or adventures, as articles for publishing in

your local paper. Should they be accepted by your superiors,

you will receive payment and accreditation with the amount

at your DM’s determination.


TBC

84
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 
Authored by It's Naga. Authored by It's Naga.

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:

operating table; there is no denying your newfound gifts. Your

blessing may have come from a Garlean madman, but


d4 Major Published Work
whether that matters is up to you. A copy of Essences & Permutations - A
1 Arcana
Treatise of the Six Elements
Skill Proficiencies: Choose two from Acrobatics,

A copy of The Five Ages - A Chronology of


Athletics, & Intimidation.
2 History
Language: Garlean. Eorzea
Equipment: A set of prisoners' clothes, and a set of
A copy of On the Culinary Applications of
3 Nature
identification tags labelled 'Number [your choice]'. Coblyns
 4 Religion
A copy of The Boy and the Dragon Gay - A
You have been blessed not by eikons, but by merit of imperial
Literary Analysis
ingenuity. With your soul having transcended its mortal

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

instrument of your choice.


Unfortunately, the procedure was imperfect and you are
Equipment: A set of fine clothes, several personal tomes
extremely sensitive to aether. Whenever you are subject to a
that contain your accumulated knowledge, a published
spell that would deal damage to you, make a Constitution or
work based on your chosen proficiency, an ink and quill
Wisdom saving throw to resist becoming stunned, in addition
set, and a belt pouch containing 500 gil.
to any other effects. The DC equals 10 or half the damage you

take, whichever number is higher. On a failed save, you suffer

a debilitating reaction and are stunned for 1d4 turns.



You bear the Mark of the Sages, an ornate tattoo signifying

 that your knowledge in your chosen major as noteworthy by

the Sharlayan scientific community. Others who recognize


TBC
the mark will know you as an accomplished scholar.

Whenever you make an Intelligence check with a skill that

matches your chosen major, your proficiency bonus is

doubled. Additionally, you may add 1d6 to the roll result by

spending at least 1 minute referring to the writings within

your personal tomes.


TBC

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
Authored by It's Naga.

Throughout your life, you’d occasionally dream about an

impossible city of such brilliance and majesty, the likes of

which the world has never seen. You would walk its streets

and gaze up in awe at meticulous architecture so tall that it

touched the sky.

But the recurring dreams oft transition into terrible

nightmares as the city suddenly burns, besieged by monsters

wrought by fear itself. High above the chaos, you bear witness

to a dark crystal looming ominously into view. Three words

linger on your conscience; Learn. Look. Remember.

Skill Proficiencies: History.

Language: One of your choice.

Tool Proficiencies: One set of artisans' tools of your

choice.

Equipment: An ornate black mask of unknown origin, a

set of common clothes, and a belt pouch containing 500

gil.


Whenever you make an Intelligence (History) check, your

DM may determine that you recall the information or event

from a perspective as if you were there to witness it, though

you do not know why or how this is possible.

A character with this feature also gains an additional flaw -

a lingering grievance throughout life, as though they've lost

something dear to them, but cannot recall what.

Should you acquire The Echo feat, you will also gain the

Without Shadow variant feature below.


The Echo has awakened something buried deep within your

soul. You remember the eternal city in your dreams and the

person you once used to be, but little else. As if pieces of you

are missing, or in other words - sundered.

In the event of your death, you instead take on an

incorporeal form as a wandering shade. In this form, you are

but an eternal witness to the world around you - you cannot

be perceived in any way, nor may you interact with anything

or anyone. You may return to corporeal form by possessing

the bodies of the deceased, regenerating the corpse of all

decay and assuming a new identity.

You retain your memories, skills, proficiencies, feats, and

spells - however this act takes a considerable toll on you. One

class level of your choice and all accumulated experience are

lost, and your racial traits may change. Additionally, you will

find you no longer cast a natural shadow.


TBC

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

Credit to ElenoreFanGirl

A Moogle King or Queen has taken an interest in you and

wants to be your patron. The reasons why a Moogle Lord

would be a patron vary from boredom, mischief, or an actual

desire to have a non Moogle champion. Though most

scholars wonder what lore or secrets what a Moogle would

hold.


1st Level Faerie Fire, Goodberry

2nd Level Invisibility, Misty Step

3rd Level Fly, Nondetection

4th Level Greater Invisibility, Hallucinatory Terrain

5th Level Creation, Mislead


Your Book of Shadow has a Moogle motif and every time you

open or close it the word "Kupo" is uttered.


Your blade has a Moogle motif and every time you draw or

sheathe the blade the word "Kupo" is uttered.


You have an actual Moogle as a "familiar". Depending on the

Moogle's mood you may have to either/or bribe, cajole, or

otherwise coerce them to do anything.

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
 Starting at 10th level, fire damage you deal ignores resistance

 to fire damage and treats immunity to fire damage as

resistance to fire damage.

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 on a successful one. A creature can only take

 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)

3rd Level Fireball, Haste

4th Level Wall of Fire, Fire Shield

5th Level Flame Strike, Conjure Elemental (Immolation

XGE)


Starting at 1st level, the Lord of the Inferno has granted a

fraction of his blessing to you. As a bonus action you may

conjure Flaming Claws from your hands. It is considered a

finesse weapon with a 5ft reach. You are considered

proficient with this weapon, and may use this weapon as your

spellcasting focus. At first level, you deal 1d4 piercing

damage, and this weapon cannot be disarmed. The damage

increases at 6th level to a d6, at 10th level to a d8, and at 14th

level to a d10.

When you cast a spell of 1st level or higher, you may make

a melee spell attack using a readied weapon, your Flaming

Claws, or an unarmed attack as a bonus action. The attack's

damage type changes to fire for this attack.


At 1st level, you gain the following benefits:

You gain advantage on saving throws to resist being

Tempered by any Primal.

You learn the Fire Bolt Cantrip if you do not already know

it.

As a reaction to being hit with fire damage, you may gain

resistance to fire damage until the beginning of your next

turn. This resistance applies to the damage that triggered

the reaction. You may do this a number of times equal to

your proficiency bonus, and you regain all expended uses

when you finish a long rest.


Starting at 6th level, as an action you may summon an

Infernal Nail at a location you can see within 30ft of you. The

Nail is 10ft tall, has an AC of 10, and a number of hit points

equal to five times your Warlock level.

Any hostile creature that moves into, or begins their turn

within, 10ft of the Nail takes 1d12 fire damage. You may have

one Nail conjured at a time. It lasts until it is destroyed or

dismissed as a free action. You can summon the Infernal Nail

a number of times equal to your proficiency bonus, and you

regain all expended uses when you finish a long rest.

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
 
Potion, rarity varies - Credit to Vivid_Steel

Healing, consumable Ether is the aetheric essences of elemental crystals that

have been extracted through alchemical means. Consuming

ether replenishes the natural aetheric stores of spellcasters,

allowing them to work magic beyond the limits of their

personal reserves. As an action, you can drink ether and

regain an expended spell slot. If the expended slot is higher

level than the ether replenishes, then it is the maximum level

the ether can replenish. For example, if you drink a Mega-

Ether and the spell slot is of 4th Level or higher, the new slot

is 3rd Level. Once you have drank ether, you cannot benefit

from drinking ether again until you have taken a long rest.

Ether Rarity Max Spell Slot


Ether Common 1
Hi-Ether Common 2
Mega-Ether Uncommon 3
Credit: Final Fantasy Wiki and AlessioCali fron Scars of X-Ether Rare 4
Twelveswood Adventure book
Max-Ether Very Rare 5
The properties of this solid-gold needle include curing Super-Ether Legendary 6
petrification and pricking fingers.

Can be used to cure petrifaction on an affected creature. If

the victim itself owns one at the moment of being petrified, it

can use a reaction before the effect takes place to activate it.


Healing, consumable

Credit: Final Fantasy Wiki

This feather allows the ressuruction of someone who was

recently brought to death or is on the brink of death.

Casts Revivify upon use. You touch a creature that has died

within the last minute. That creature returns to life with 1 hit

point. This spell can’t return to life a creature that has died of

old age, nor can it restore any missing body parts.

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
Wonderous item, common - Credit to Vivid_Steel

A glamour prism is a crystalline prism that has been

enchanted to project the image of one thing onto another. A

glamour prism can be used to make a set of leather armor

look like a summer dress or like a set of magitek armor. You

can use an action to glamor the image of an item in your

possession onto another item in your possession, consuming

the glamour prism in the process. The items must be similar

in nature and shape to one another. The objects must be

similar in type to one another. Clothing can be made to look

like armor, an arcane book can made to look like a cookbook,

but a cloak could not be made to look like a book. The objects

cannot be more than 6 fulms in any dimension. The changes

wrought by this item fail to hold up to physical inspection. If

someone attempts to touch the glamored object, their hand

will go through the illusion and feel the item underneath.

Once glamored, the illusion can only be removed through

using another glamour prism to apply a different glamor,

using a glamour dispeller, or casting Dispel Magic on the

object.


Wondrous item, uncommon - Credit to Vivid_Steel

Similar to a glamour prism, this prism has been enchanted

to remove glamors. You can use an action to dispel the

glamor on an object if that glamor was placed using a glamor

prism, consuming the dispeller in the process. If the object

has an illusion school spell of second level or lower on it, the

illusion is dispelled and the dispeller is consumed. If the

glamour dispeller is used on an object that has not been

glamored with a glamour prism and isn't under the effect of

an illusion school spell, then the action fails and the dispeller

is not consumed.

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
Credit to It's Naga


Adventuring Gear, Uncommon

A magitek kettle designed and manufactured by the

Garlond Ironworks. The kettle utilizes the Ironworks'

thermocoil technology, a one-piece metal cylinder able to

flash heat water to keep consistent temperature, perfect for

brewing without the need of fire or stove.

During a long rest where you do not sleep, your level of

exhaustion is reduced by 1 if you regularly drink from

beverages brewed with the Mark XIV Thermocoil Boilmaster.


Imperial technology, Rare

Functionally similar to linkpearls, a tiny communication

device used by the Garlean Empire to communicate over long

distances. If a magitek transceiver is more than 100 feet from

its owner, it may explode as a failsafe.

Roll a d20, and on a result of 20, the magitek transceiver's

failsafe will malfunction and the device will not explode.


A thin rectangular piece of what appears to be cermet.

Placing it near the corresponding class of magitek armor will

magically bring the machine to life.

91
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
Credit to It's Naga

A tool helps you do something you couldn't otherwise do,

such as craft or repair an item, forge a document, or pick a

lock. Your race, class, background, or feats give you

proficiency with certain tools. The tools listed below are

found in the world of Final Fantasy XIV and can be used in

conjunction with those present in official Players' Handbook.

Item Cost Weight


Gaming set
Triple Triad set TBC TBC
Doman Mahjong set TBC TBC
Musical instrument
Clarinet TBC TBC
Cymbal TBC TBC
Drums (Bass, Bongo, or Snare) TBC TBC
Guitar (Acoustic or Electric) TBC TBC
Fiddle TBC TBC
Fife TBC TBC
Harp TBC TBC
Oboe TBC TBC
Piano TBC TBC
Saxophone TBC TBC
Timpani TBC TBC
Aetherologists' Tools 200 gil 10 pz.
Engineers' Kit 400 gil 30 pz.
Vehicles - Mundane (air, land, or water) * *
Vehicles - Magitek (land or air) * *

Aetherologists' Tools. This padded case contains an

aetherometer, and an aether compass. Proficiency with these

tools lets you add your Proficiency Bonus to Ability Checks

you make when detecting magic, identifying the elements and

polarities, and the behaviour of any present aether currents.

Engineers' Kit. A metal and rather weighty toolbox that

contains the fundamental equipment for any magitek

engineer. Proficiency with this kit lets you add your

Proficiency Bonus to Ability Checks you make when you

build, disassemble, repair, or modify magitek equipment.

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

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

ElenoreFanGirl
Credit to

These robes/outfits were made using sewing techniques

and chemical treatments. These are treated as non-magical

unless otherwise noted.

Adventuring robe/outfit (typical Eorzean) AC 11

Adventuring robe/outfit (high-end

Eorzean/Ishgardian/Doman) AC 12

Adventuring robe/outfit (Garlean Magitek) AC 13

Adventuring robe/outfit (Allag Magitek) AC 14


Weapon, rare (requires attunement) - credit to Vivid_Steel

This weapon is coursing with aether aligned with one of

the six elements. Such weapons are often forged in battles

against primals and are not easily manufactured and even

less easily given up. If it is an appropriate weapon for the

class, it can be used as a spellcasting focus. You can use a

bonus action to cause this weapon to seethe with elementally

aspected aether, shedding 10 fulms of bright light and 10

more fulms of dim light. The damage from the weapon

becomes magical for the purposes of overcoming damage

resistance. While the weapon is seething with aether, it deals

an extra 2d6 of force damage. Any spell cast that is of the

same element as the weapon and uses it as a spellcasting

focus deals an extra 2d6 of the corresponding type of

damage. These effects end when you use a bonus action to

stop them.

Element Title
Lightning Thunder . . .
Fire Hellfire . . .
Earth . . . of Crags
Ice Hailstorm . . .
Water Torrent . . .
Air Slipstream . . .

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


 White Mage cantrip

The spells are presented in alphabetical order. Casting Time: 1 action

Range: 120 feet

 Components: V, S

2nd-level evocation Duration: Instantaneous

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,

Components: V, S the target takes 1d8 bludgeoning damage. This spell

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

Make a ranged spell attack against the target. On a hit, the

target takes 2d6 slashing damage and it takes an additional

1d4 slashing damage at the start of its turn for the next three

rounds.

At Higher Levels: When you cast this spell at spell slot of

3rd level or higher, the damage (both initial and later)

increases by 1d6 for each slot level above 2nd.

Credit to ElenoreFanGirl


Resonant Experiment cantrip

Casting Time: 1 bonus action

Range: 30 feet

Innate: 1/short rest

Duration: 1 round

With a twisted expression on your face, your right eye

flashes an ominous red light. Each creature within range and

who can see you must make a Wisdom saving throw. On a

failed save, the creature is frightened of you until the start of

your next turn.

You yet suffer the adverse effects of experimentation, with

pain closing your Eye momentarily. If you suffer any damage

before the start of your next turn, the effect ends and all

creatures instead roll with advantage on attack rolls made

against you.

Credit to It's Naga



1st-level adjuration

Casting time: 1 action

Range: Touch

Components: V, S, M (a piece of crystal or small stone)

Duration: 8 hours

Touching a creature wearing no armor outside of cloth

armor and a hexagonal protective magical force surrounds

them until the spell ends. The target's AC is 15 plus its

Dexterity modifier. The spell ends when target dons non-cloth

armor or if dismiss it as an action.

Credit to ElenoreFanGirl

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

Took out Fey Ancestry and replaced it with Superb Hearing

ElenoreFanGirl

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
Later Rukako and her party run a large group of skeletons.

Once again Rukako casts Fireball but she wants to use a 5th

level spell slot so she uses an Earth crystal. The fire changed
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

 bludgeoning damage.

Credit to Hyperionides & It's Naga

You experience visions of a starshower. "Hear. Feel. Think."

You may select this feat multiple times, increasing its level.

For each level, your mastery increases and you gain an

additional Foretelling Dice.

When you finish a long rest, roll a number of d20 equal to

the level of your Echo and record the number rolled, these

are your Foretelling Dice. You may replace any attack roll,

ability check, or saving throw made by you or a creature

that you can see with the rolled result. You may replace a

roll in this way only once per turn, whereby the dice is

consumed until your next long rest, as are any dice left

unused.

You have immunity to Tempering, and allies within 20

feet of you have advantage on saving throws against this

condition. As a bonus action, you can extend your

immunity to three creatures within range until the start of

your next turn.

You can speak and comprehend all languages, though this

does not equal knowledge. You cannot read or write the

script of unknown languages without first learning.

If your chosen character race is Garlean, you may now

wield magic without the aid of magitek.

Author s Note'
Despite our desire for faithful adherence to the
world of Final Fantasy XIV, we know The Echo may
be detrimental to some games. Pray return to your
Dungeon Master and kindly seek their permission.

Visions of the Past. At the Dungeon Master's


determination, they may describe sudden visions
that briefly plague the mind of characters who
wield The Echo. This can serve as an effective way
to manage key plot points by way of a feat.


Credit to ElenoreFanGirl

With the appropriate elemental shard, crystal, or cluster you

can change the element type of a spell you are casting.

The crystal cost is as follows;

0-3rd Level Spells 1 shard

4th-7th Level Spells 1 crystal

8th-9th Level Spells 1 cluster

If you cast a spell at a higher spell slot than the original spell

you must pay that tier's cost.

Example: Rukako is about to cast Fireball but she doesn't

want to destroy the room and any loot in the process, so she

takes an air shard and casts the spell. The shard is consumed

and the element is changed from fire to air. The Airball does

thunder damage instead of fire damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 

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