The Rookwood world illustration - Victorian Era theme
Victorian Era

The Rookwood

F
Fox_

Birmingham burns as the French vie for war, witness it all in this Dark Victorian Narrative-RPG.


Author's Note: - 46 unique locations, 8 bosses, and 22 characters. - A city bogged down by industrialisation. - A royal conspiracy that threatens the fate of England. - Engage in tense gameplay as a betrayed noble turned highwayman. Raid estates, hold up and rob people on the road, or act as a mercenary against the French as King Richard flirts with war. - Slice-of-life options: become a master thief, burgle houses as a chimney sweep, attend noble galas, or assist a troubled journalist in deciphering a cryptic letter that threatens the fate of England.... I strongly recommend starting your campaign with ''Generate Points of Interest'' and ''Generate Areas'' disabled. With these options toggled off, Franz will make use of the areas as intended.
Played314 times
Cloned16 times
Created
49 days ago
Last Updated
41 days ago
VisibilityPublic
Androsphinx
CR 17Large Monstrosity
Androsphinx
HP Range114 - 285 (Avg: 200)
AC17
XP18000
Details
SizeLarge
TypeMonstrosity
CR17
XP18000
LanguagesCommon, Sphinx
Defenses
Armor Class17
HP Range114 - 285 (Avg: 200)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage Immunities,
Condition Immunities,
Actions

Claw

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Multiattack

The sphinx makes two claw attacks.

Roar

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

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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