Dungeon Break world illustration - Dimensional Travel theme
Dimensional Travel

Dungeon Break

P
Pollution

Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!


Author's Note: The world you are familiar with ended seventeen years ago with "The Opening." It was a time when dimensional portals, known as Dungeon Gates, erupted across the globe. Despite humanities efforts, we couldn't cross through the portals no matter how hard we tried, but the monsters on the other end could. The longer a portal stays open, the closer it gets to destabilizing and turning into a Dungeon Break, where it releases it's horde of monsters into Earth. What began with weaker creatures has escalated into a constant struggle against increasingly dangerous foes. Normal weapons could only go so far and humanity feared it's breaking point. Amidst the chaos and despair, a new phenomenon emerged, as people exposed to the gates' energy started to develop superhuman abilities. These people became know as Breakers, humanity's frontline defense, tasked with the grim duty of quarantining unstable gates, waiting for the inevitable Dungeon Breaks to occur. World Gates, a rare anomaly among Dungeon Gates, started to appear across the globe. These Gates offered free passage between the worlds. Earth found itself connected to nine different worlds, each filled with countless dangers, but humanity needs answers. Will you be a Breaker? Tasked with clearing Dungeon Gates on Earth? Or perhaps you are a human who is Cybernetically Augmented to meet the threat posed by these invaders? Or maybe, just maybe, you're a daring adventurer who wants to see what lies beyond the World Gates? Welcome to Dungeon Break. Note: Remember that Franz still has limitations, so if the lore does not always track the way that it's presented here, just roll with it or OOC him to get him back on track. I tried my best to inject what I could into Franz to get him to stay in line, but as a player you have to do your part as well on occasion. I am also trying to use less CIs so the players can have room to add what they want to the game to suit their playstyle. If you like the game, please give it a heart!
Played104 times
Cloned22 times
Created
27 days ago
Last Updated
Yesterday
VisibilityPublic
Glimmering Stalker
CR 12Large Aberration
Glimmering Stalker
HP Range171 - 171 (Avg: 171)
AC16
XP8400

Description

The Glimmering Stalker is a cunning bioluminescent predator that uses mesmerizing light patterns to confuse and lure its prey into deadly ambushes. With its ability to charm and manipulate, it stalks the shadows, waiting for the perfect moment to strike.

Details
SizeLarge
TypeAberration
CR12
XP8400
LanguagesNone
Defenses
Armor Class16
HP Range171 - 171 (Avg: 171)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Claw

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Hypnotic Lights

As an action, the Glimmering Stalker can emit a mesmerizing pattern of light in a 30-foot radius. Each creature that can see the light and isn't immune to being charmed must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. While charmed, the creature is incapacitated and moves in a direction chosen by the stalker.

Luring Glimmer

Special Action (Recharge 4-6). The Glimmering Stalker projects an illusionary, enticing light that appears to be a safe passage or a valuable object. One creature within 60 feet that can see the light must make a DC 16 Wisdom saving throw. On a failed save, the creature believes the illusion and must use its movement on its next turn to move towards it. The stalker can move the illusion up to 30 feet as part of this action.

Multiattack

The Glimmering Stalker makes two claw attacks.

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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