Fantasy
A journey through five realms to stop a corrupted force from unraveling reality.
Author's Note: Welcome to The Rift of Eternity: Paths of Light and Shadow! Here are some key points to keep in mind as you embark on this journey:
1) Your Choices Shape the World: Your actions, words, and decisions will influence how the gods, realms, and even the story itself unfold.
2) Balance Power and Humanity: Characters have immense potential, but power comes with consequences. Be mindful of overusing abilities, especially unique abilities, as they might have unforeseen effects.
3) Teamwork is Key: Success in this campaign requires creative collaboration. Combine intellect, strength, and charm to solve puzzles, defeat foes, and earn divine favor.
4) Explore and Investigate: This is a world of discovery. Seek knowledge, engage with NPCs, and delve into the mysteries of the realms for greater rewards.
5) Humor and Heart: While the stakes are epic, don’t forget to embrace the humor and charm of your characters. The journey is as much fun as the destination.
6) Multiple Endings: Your journey can end in redemption, ascension, or corruption, depending on your choices. Shape the legacy of your story.
Played | 6 times |
Cloned | 0 times |
Created | 173 days ago |
Last Updated | 10 days ago |
Visibility | Public |
HP Range45 - 75 (Avg: 60)
AC17
XP450
Description
Tomebound Guardians are enchanted suits of armor animated by powerful abjuration magic.
Details
Size | Large |
Type | Construct |
CR | 2 |
XP | 450 |
Languages | Understands Common but does not speak. |
Defenses
Armor Class | 17 |
HP Range | 45 - 75 (Avg: 60) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Fire, Cold, Bludgeoning, Piercing, Slashing |
Damage Immunities | Poison |
Condition Immunities | Charmed, Exhaustion, Poisoned |
Actions
Multiattack
The Guardian makes two melee weapon attacks. Sword Slash: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 4 slashing damage.
Shield Bash
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10 + 4 bludgeoning damage and the target must succeed on a DC 14 Strength save or be knocked prone.