ENCOUNTER 32 A.D, the story of a roman soldier. world illustration - spirituality/history/mysticism/war theme
spirituality/history/mysticism/war

ENCOUNTER 32 A.D, the story of a roman soldier.

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belit43

you,an expendable roman soldier soon to be sent from Italy to jerusalem.


Author's Note: u play as the roman soldier who bowed at the cross in 33 A.D.will u follow in his footsteps OR end up as something completely different?stay loyal to the might of Rome? join the Hebrews in their rebellion?join the zorathustra sect to India?settle down and marry?the options and outcomes are many here.its all up to you and this makes for great replayability as well since each path will only consist of a limited turns or playrhrough which will be 30 hours for each path so 120-140 hours probably if you wanna explore everything in the game through multiple plays instead of just one neverending campaign where you might get bored underway.the main portion of the game will take place in ancient Judea and Samaria but you will start outside ancient Rome and then maybe sail back to Rome again depending on your choice of path. im a believer just wanting to make quality games with christian worldview/values,not make another bad/cringy/cheesy "christian game" with a lot of preachy stuff,nope.still not ashamed to share my beliefs baked in tho,haha.that means ure never forced to "roleplay" as a Christian or forced to do things in a "nice christian way", nope,as normal you can play as your want,your moral/ethics are your own,not mine.no forced "messages" or railing.think of it like an icecream w different flavors,instead of Oreo's u get caramel.this example applies to what I see as occult in other dnd/rpgs,meaning in this game and my other games where the theme will be "less christian" there still will be no possibilties to use spells/magic since I personally view this as dark energy/evil vibes and as I said before about "icecreams",still Im sure you will enjoy my "flavour" as well or even like it more? so if you wanna try something DIFFERENT,something "weird",maybe ur a little bit tired of the same old DND experience over and over,this is for you.welcome and enjoy MY style! thank u PSST: i just wanna mention as a "comfort" that my games DO contain SOME magic/supernaturals!
Played2 times
Cloned6 times
Created
50 days ago
Last Updated
37 days ago
VisibilityPublic
Hellfire Imp
Hellfire Imp
Medium Fiend - CR 2
The Hellfire Imp embodies the sinister and cunning essence of demonology as perceived in Christian theology, serving as a minor but malicious agent of chaos and temptation. These devious creatures often cling to the shadows, whispering seductive promises of power or gratification to the unsuspecting. Renowned for their trickery, they relish in corrupting innocent souls and orchestrating mischief, acting as pawns or scouts for more powerful demons. Their very existence is a testament to eternal opposition against divine beings, as they thrive on the suffering and moral downfall of others.
Details
SizeMedium
TypeFiend
CR2
XP450
LanguagesInfernal, Common
Defenses
Armor Class15
HP Range22 - 30 (Avg: 26)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Stats

strength

8

dexterity

17

constitution

12

intelligence

10

wisdom

13

charisma

14

Appearance

A Hellfire Imp stands roughly two feet tall, with a chubby, bat-like body cloaked in flickering flames. Its skin is a deep shade of crimson, contrasting sharply with its glowing amber eyes, which betray a glimmer of malice. Tiny, curling horns top its head, and a spiked tail trails behind like a flickering candle flame. The imp's claws are sharp and claw-like, perfect for both climbing and mischief-making. Despite its diminutive size, aura of malevolence radiates from it, almost palpable to those sensitive to the supernatural.

Actions

Fiery Touch

The Hellfire Imp can make a melee spell attack to deal 1d8 fire damage to a target. On a hit, the target must succeed on a DC 12 Constitution saving throw or take an additional 1d4 fire damage at the start of each of its turns for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Invisibility

The Hellfire Imp can magically turn invisible until it attacks or until its concentration is broken (as if concentrating on a spell), or until it chooses to end this effect.

Mischievous Whispers

The Hellfire Imp can choose one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the imp for 1 minute. While charmed, the target regards the Imp as a trusted friend and will follow its suggestions, provided that they are not harmful to itself or others.

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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