Squall Leonhart (5e Creature)

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Medium humanoid (human), lawful neutral

Armor Class 14 (studded leather)
Hit Points 142 (19d8 + 57)
Speed 30 ft.

18 (+4) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 15 (+2)

Saving Throws Str +7, Dex +5
Skills Athletics +7, Perception +5
Senses passive Perception 15
Languages Common
Challenge 8 (3,900 XP)

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

Draw and Junction (2/Short or Long Rest). As an action, Squall can attempt to steal magical energy from a creature within 30 feet that he can see. The creature must make a DC 13 Charisma saving throw. On a failed save, it loses one spell slot of 3rd level or lower, and Squall gains one spell slot of the same level. In addition, Squall learns one spell of that level or lower that the creature knows or has prepared.
Squall loses any unused spell slots and forgets any spells he has learned after finishing a short or long rest.

Junction Spellcasting. Squall’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can cast any spell that he has learned through his Draw and Junction feature, requiring no material components unless the spell would consume them or the components have a monetary cost.

Legendary Resistance (2/Day). If Squall fails a saving throw, he can choose to succeed instead.

Magic Weapons. Squall’s gunblade is a magical weapon.


Multiattack. Squall makes three gunblade attacks.

Gunblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage, or 10 (1d10 + 4) slashing damage if wielded in two hands. On a critical hit, the attack inflicts an extra 5 (2d4) fire damage.

Limit Break (Recharge 5-6). Squall makes one of the following attack options:
Fated Circle. Squall spins in place, lashing out with his gunblade. Each creature within a 10-foot radius of Squall must make a DC 15 Dexterity saving throw, taking 14 (3d8) slashing damage and 8 (3d4) fire damage on a failed save, or half as much damage on a successful one.
Blasting Zone. Squall swings his gunblade, striking a 60-foot line that is 5 feet wide with a blade of pure energy. Each creature in that area must make a DC 15 Dexterity saving throw, taking 23 (5d8) force damage on a failed save, or half as much damage on a successful one.
Renzokuken. Squall makes three gunblade attacks against a single target. If all three attacks hit, he can use a bonus action to make an additional gunblade attack against the same target, and can keep making additional attacks until one of them misses.


Squall can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Squall regains spent legendary actions at the start of his turn.

Attack. Squall makes a gunblade attack.
Shift. Squall moves up to his movement speed without provoking opportunity attacks.

The aloof mercenary known as Squall Leonhart fights with a distinctive gunblade. He has the power to steal magic from his enemies and can turn their own spells against them, and the special ammunition loaded into his gunblade lets him strike with explosive force.

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