Isekai
An Isekai story featuring you and a Dark Lord! And a... Lich King?! And a... Demon Lord too?! Oh no.
Author's Note: Kavrix, a realm spun from the frayed edges of forgotten myths, awaits. Here, the sky shimmers with arcane energies, casting long, distorted shadows across landscapes where gravity itself seems a suggestion. Unlike the standard fare of summoned heroes against a singular evil, Kavrix is a chaotic tapestry. Imagine a world where the 'chosen one' trope is a daily occurrence, with each summoned soul possessing a unique, often absurd, power. One might conjure gourmet meals, another speaks only in ancient riddles, and yet another controls the very humidity in the air. This constant influx of eccentric heroes has fractured the land, leading to bizarre alliances and even more bizarre conflicts. The once-stable kingdoms now teeter on the brink, threatened not only by the classic Dark Lord, but also by a Demon Lord who runs a magical casino, and a weird Lich King who collects rare, sentient moss. The world is a playground for the unpredictable, where the absurd is commonplace, and the only constant is the chaos brought by the endless stream of bewildered, overpowered protagonists. The land is a mess of magical anomalies and political intrigue.
Played | 179 times |
Cloned | 7 times |
Created | 16 days ago |
Last Updated | 4 days ago |
Visibility | Public |
HP Range75 - 75 (Avg: 75)
AC15
XP700
Description
Pit Guards are hulking, brutish demons that serve as the heavy muscle and enforcers within the Infernal Palace, ensuring order and dealing with unruly patrons. They are known for their intimidating presence and brutal combat style, making them feared by all who encounter them.
Details
Size | Large |
Type | Fiend |
CR | 3 |
XP | 700 |
Languages | Infernal |
Defenses
Armor Class | 15 |
HP Range | 75 - 75 (Avg: 75) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Greatclub
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Intimidating Roar (Recharge 5-6)
The pit guard lets out a thunderous roar. Each creature within 30 feet of the pit guard that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.