Fantasy
Eryndor is a mystical land where ancient magic and mortal ambition collide.
Author's Note: Eryndor is a world where ancient magic intertwines with mortal ambition, teeming with diverse cultures, living history, and uncharted mysteries. Each region—from the pirate-infested Shattered Isles to the cursed Obsidian Wastes—tells its own story, shaped by past choices that echo into the present. Magic, both a tool and a threat, flows through the Aether Veins, fueling innovation while posing risks to balance. Heroes emerge not from destiny but from the fringes of society, their choices shaping a morally complex world where good and evil blur.
The divine pantheon actively influences mortal lives, and ancient artifacts like the Blade of Aryn’Dral carry immense power with dire consequences. The floating city of Skyhaven debates the ethics of controlling magic, while shadowy regions like Virewood Forest and Shadowfell Cove hide untold secrets. Eryndor invites exploration and rewards curiosity, where every decision ripples through the ever-changing landscape. It is not just a setting but a living character, shaped by its inhabitants' dreams and struggles, offering endless opportunities for adventure and discovery.
Played | 40 times |
Cloned | 0 times |
Created | 49 days ago |
Last Updated | 29 days ago |
Visibility | Public |

Imp
Tiny Fiend - CR 1
Details
Size | Tiny |
Type | Fiend |
CR | 1 |
XP | 200 |
Languages | Infernal, Common |
Defenses
Armor Class | 13 |
HP Range | 6 - 15 (Avg: 11) |
Damage Vulnerabilities | None |
Damage Resistances | , |
Damage Immunities | , |
Condition Immunities |
Stats
strength
6
dexterity
17
constitution
13
intelligence
11
wisdom
12
charisma
14
Actions
Invisibility
The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Sting (Bite in Beast Form)
Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.