The Rift of Eternity: Paths of Light and Shadow world illustration - Fantasy theme
Fantasy

The Rift of Eternity: Paths of Light and Shadow

M
MissSicaria

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.
Played6 times
Cloned0 times
Created
173 days ago
Last Updated
10 days ago
VisibilityPublic
Air Elemental
CR 5Large Elemental
Air Elemental
HP Range36 - 144 (Avg: 90)
AC15
XP1800
Details
SizeLarge
TypeElemental
CR5
XP1800
LanguagesAuran
Defenses
Armor Class15
HP Range36 - 144 (Avg: 90)
Damage VulnerabilitiesNone
Damage Resistances, ,
Damage Immunities
Condition Immunities, , , , , , ,
Actions

Multiattack

The elemental makes two slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind

Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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