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
Gearwork Overseer
CR 12Large Construct
Gearwork Overseer
HP Range161 - 161 (Avg: 161)
AC17
XP8400

Description

A more advanced clockwork automaton with sophisticated targeting systems and a powerful integrated energy weapon. It serves as a guardian of ancient technology, relentlessly pursuing intruders with precision and overwhelming force.

Details
SizeLarge
TypeConstruct
CR12
XP8400
LanguagesNone
Defenses
Armor Class17
HP Range161 - 161 (Avg: 161)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Integrated Blade

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Integrated Energy Cannon

Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 18 (3d8 + 4) force damage.

Multiattack

The Gearwork Overseer makes two integrated blade attacks and one integrated ranged weapon attack.

Overcharge Special Action (Recharge 4-6)

The Gearwork Overseer overloads its systems, emitting a burst of energy in a 30-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) lightning damage on a failed save, or half as much on a successful one. In addition, the Overseer gains advantage on all attack rolls 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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