High Fantasy
Year 1347 of the Sapphire Cycle, under the Celestial Concordance calendar. In a high fantasy medieval world shaped by living magic and ancient wars, colossal city-states clash with wild, monster-haunted frontiers. Arcane storms reshape continents, lost relics and forbidden dungeons tempt heroes and villains. Over 500 unique races and 500+ classes thrive in a land of shifting alliances, legendary beasts, and secrets awaiting discovery by those bold enough to seize destiny. No 5e defaults.
Author's Note: Play whatever games bring you joy! I really hope you enjoy RPGsβor grow to love them as much as I do. Thanks so much for all the hearts! It means a lot to see that you appreciate the effort I put into this. <3
A flagship project built to deliver a vast, original experienceβnever generic, never repetitive. Every element is crafted for depth, creativity, and replayability, ensuring that every session feels fresh and every story is uniquely yours. Designed for those who seek limitless adventure and meaningful choices in a living, ever-evolving world.
β οΈDonβt play ββ Aα΄
α΄ α΄Ι΄α΄α΄Κα΄ βββplay this.
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Big Love? π³βπ? π€£
Played | 381 times |
Cloned | 47 times |
Created | 32 days ago |
Last Updated | 3 days ago |
Visibility | Public |
HP Range15 - 25 (Avg: 20)
AC12
XP200
Description
The Mycelian Shade is a small, fragile humanoid creature composed entirely of fungal material. It thrives in damp, dark environments, using its bioluminescent spores to communicate and navigate through its dense fungal habitat.
Details
Size | Small |
Type | Monstrosity |
CR | 1 |
XP | 200 |
Languages | Undercommon |
Defenses
Armor Class | 12 |
HP Range | 15 - 25 (Avg: 20) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Fungal Touch
The Mycelian Shade can make a melee attack with its spongy limbs, dealing 1d4 necrotic damage on a hit.
Spore Cloud
The Mycelian Shade releases a cloud of spores in a 10-foot radius. Creatures in the area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns.