An Isekai Story world illustration - Isekai theme
Isekai

An Isekai Story

P
Pollution

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.
Played179 times
Cloned7 times
Created
16 days ago
Last Updated
4 days ago
VisibilityPublic
Pit Guard
CR 3Large Fiend
Pit Guard
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
SizeLarge
TypeFiend
CR3
XP700
LanguagesInfernal
Defenses
Armor Class15
HP Range75 - 75 (Avg: 75)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
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.

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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