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
Serpent's Embrace Venomancer
CR 5Medium Humanoid
Serpent's Embrace Venomancer
HP Range110 - 110 (Avg: 110)
AC14
XP1800

Description

The Serpent's Embrace Venomancer is a malevolent figure who wields the power of poison and serpents. With a twisted mind and a penchant for deception, they manipulate their surroundings to ensnare and incapacitate their foes.

Details
SizeMedium
TypeHumanoid
CR5
XP1800
LanguagesCommon, Abyssal
Defenses
Armor Class14
HP Range110 - 110 (Avg: 110)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Multiattack

The venomancer makes two attacks with its poisoned daggers.

Poisoned Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute.

Summon Minor Serpent (1/day)

The venomancer can summon one Giant Poisonous Snake. The Giant Poisonous Snake appears in an unoccupied space within 30 feet of the venomancer and acts on the venomancer's initiative. This Giant Poisonous Snake has 45 hit points, an AC of 11, and a speed of 30 ft. It is capable of delivering a bite attack that has a +5 to hit and deals 1d6 + 3 piercing damage and 2d6 poison damage.

Toxic Emission

As an action, the venomancer can emit a cloud of poisonous gas in a 15-foot radius centered on itself. Creatures in the area must make a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned for 1 minute.

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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