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 Range300 - 400 (Avg: 350)
AC22
XP50000
Description
Kamish is a legendary dragon known for its cunning intelligence and unmatched ferocity. It is revered and feared by hunters, often considered a rite of passage to confront this formidable foe.
Details
Size | Huge |
Type | Dragon |
CR | 25 |
XP | 50000 |
Languages | Draconic, Common |
Defenses
Armor Class | 22 |
HP Range | 300 - 400 (Avg: 350) |
Damage Vulnerabilities | Cold |
Damage Resistances | Fire, Lightning |
Damage Immunities | Poison, Psychic |
Condition Immunities | Frightened, Paralyzed |
Actions
Breath Weapon
Kamish exhales a cone of fire (60 ft. long) that deals 12d10 fire damage. Creatures in the area must make a DC 22 Dexterity saving throw, taking half damage on a success.
Legendary Bite
Kamish makes a bite attack against a target within reach, dealing 4d10 + 10 piercing damage.
Tail Swipe
Kamish swings its tail in a 15-foot radius, forcing all creatures in that area to make a DC 22 Strength saving throw or take 3d10 bludgeoning damage and be knocked prone.