Modern
Gates unleash monsters. Hunters fight, unaware of a hidden war. Only the strongest learn the truth.
Author's Note: The world is shaped by mysterious portals called Gates, leading to dungeons filled with monsters. When Gates turn red, they become far more dangerous, with a C-Rank dungeon potentially becoming A-Rank, trapping hunters inside. Hunters, humans with supernatural abilities, risk their lives to clear these dungeons and prevent monster outbreaks. Society revolves around these Gates, with Hunters joining guilds, competing for resources, from E to S-tier ranks.
Beneath the surface, an ancient war between Rulers and Monarchs manipulates humanity’s fate. Magic and technology intertwine, with modern cities existing alongside relics, artifacts, and a dungeon economy. The strong thrive, the weak struggle, and only those willing to challenge fate can uncover the truth behind the evolving power system.
Players take on the roles of Hunters, each awakening unique abilities on their first dungeon raid. Gates vary in rank and danger, with hidden dungeons and evolving threats. The world has a guild system, a dungeon economy, and Hunter associations governing magical activity.
To close a gate, the dungeon boss must be defeated. Magic Beasts, monsters native to alternate dimensions, can escape during a Dungeon Break if a dungeon isn’t cleared in time. High-rank Magic Beasts can destroy cities or even countries.
A Re-Awakening occurs when a hunter’s power is dramatically enhanced after their initial awakening, often triggered by near-death experiences or exposure to powerful beings. Extremely rare, it unlocks hidden potential, making hunters possibly stronger than their original rank.
If a character is a Hunter, their race will be Hunter.
Played | 208 times |
Cloned | 33 times |
Created | 58 days ago |
Last Updated | 8 days ago |
Visibility | Public |

HP Range250 - 350 (Avg: 300)
AC17
XP5000
Description
Frost Giants are colossal beings that dwell in icy mountains and frozen tundras. They wield the power of ice and snow, using their immense strength to crush foes and their magical abilities to unleash devastating ice-based attacks.
Details
Size | Huge |
Type | Giant |
CR | 10 |
XP | 5000 |
Languages | Giant, understands Common but cannot speak. |
Defenses
Armor Class | 17 |
HP Range | 250 - 350 (Avg: 300) |
Damage Vulnerabilities | Fire |
Damage Resistances | Cold |
Damage Immunities | Poison |
Condition Immunities | Charmed, Frightened |
Actions
Frost Breath
The Frost Giant exhales a blast of frigid air in a 60-foot cone, dealing 6d10 cold damage. Creatures in the area must make a DC 18 Constitution saving throw, taking half damage on a success.
Ice Slam
The Frost Giant slams its massive fist into the ground, creating a shockwave of ice that deals 4d10 bludgeoning damage and 2d10 cold damage to all creatures within a 20-foot radius.