Gildhaven world illustration - Fantasy theme
Fantasy

Gildhaven

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kormole

A magical world under human rule. Will you stand with the empire or fight in the rising rebellion?


Author's Note: 1. The World of Gildhaven Welcome to Gildhaven, a world rich with magic, diverse kingdoms, and a simmering rebellion. As you step into this world, remember that it is one of contrasts—where ancient powers fight against the iron rule of an ever-expanding human empire. You are entering a land where the oppressed dream of freedom and the powerful struggle to maintain control. 2. Magic and the Empire Magic is a force feared and misunderstood by many, especially within the human empire. While the empire has thrived by controlling knowledge, technology, and the flow of power, magic still stirs in hidden corners of the world. Keep in mind, magic is not widely embraced by the empire's citizens, and those who wield it can be seen as a threat. 3. The Rebellion The winds of rebellion are beginning to stir. Many across Gildhaven seek to challenge the empire's dominance and free those under its rule. There are secret organizations, underground movements, and even those among the empire’s ranks who seek change. Your characters’ choices will shape the outcome of this rebellion, for better or worse. 4. Character Connections In this world, your characters' actions and alliances matter. How you interact with the people you meet, from the oppressed to the powerful, will have lasting consequences. Loyalty, betrayal, and the search for freedom will shape your journey. 5. Themes to Keep in Mind As you play, remember that Gildhaven is a world on the edge of change. The struggle between tyranny and freedom, power and the powerless, is at the heart of the story. Think about the ideals that drive your character—do they fight for their freedom, for justice, or something else entirely? 6. Expect the Unexpected The world of Gildhaven is full of mystery, ancient secrets, and strange forces. Be prepared to encounter things that challenge your character’s beliefs, test their morals, and force them to make tough decisions. In this world, nothing is ever quite what it seems.
Played6 times
Cloned1 times
Created
101 days ago
Last Updated
76 days ago
VisibilityPublic
Aboleth
CR 10Large Aberration
Aboleth
HP Range54 - 216 (Avg: 135)
AC17
XP5900
Details
SizeLarge
TypeAberration
CR10
XP5900
LanguagesDeep Speech, telepathy 120 ft.
Defenses
Armor Class17
HP Range54 - 216 (Avg: 135)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Enslave

The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Multiattack

The aboleth makes three tentacle attacks.

Tail

Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Tentacle

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

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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