Odrun Fell world illustration - Fantasy theme
Fantasy

Odrun Fell

F
FriendsAndFables

A city built in a fallen god-weapon, where guilds rule, delvers vanish, and every choice echoes through tunnels of chitin, ash, and ambition. Welcome to Odrun Fell, a Friends and Fables adventure!


Author's Note: Welcome to Odrun Fell, a Friends and Fables adventure into a world carved from myth and bone, where a shattered god-weapon's remains fuel a city of ambition, ritual, and ruin. From the lacquered towers of the Sprigs to the ichor-slick markets of the Barrows, every breath in this living graveyard is measured in trade, loyalty, and danger. Here, delvers vanish into the greatclub tunnels, masked beasts drift through haunted groves, and the softest words can carry more weight than any blade. The guilds squabble for dominance, adventurers bleed for coin or cause, and the club itself waits beneath it all like a buried truth. This game is a journey into beauty and rot, into candlelit politics and chitin-armored survival. Whether you walk with Cudgel steel, Promissory blades, or Barley-bred spiders on your shoulder, your choices will echo through the halls of power and the bones of the world. Odrun Fell is a city of many doors, how will you play in this adventure? Thank you for playing Friends and Fables!
Played1959 times
Cloned42 times
Created
20 days ago
Last Updated
1 days ago
VisibilityPublic
Spinewasp
CR 2Medium Beast
Spinewasp
HP Range45 - 45 (Avg: 45)
AC14
XP450

Description

Spinewasps are aggressive, hive-dwelling wasps that feed on alchemical fumes and discharge electric bursts through their thoracic spines. They’re territorial and fast, coordinating attacks with stinger volleys and synchronized wing pulses. Though capable of flight, they often perch in high clusters and descend as a swarm. Their silk-wrapped larvae are harvested for volatile resin sacs, while adult Spinewasps are harvested for their chitin, which can store charges like arcane capacitors.

Details
SizeMedium
TypeBeast
CR2
XP450
LanguagesNone
Defenses
Armor Class14
HP Range45 - 45 (Avg: 45)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Aerial Burst

If the Spinewasp moves at least 20 feet in a straight line toward a creature and hits it with a stinger attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Charged Carapace

The Spinewasp can release an electric pulse stored in its chitin. Each creature within 10 feet must make a DC 13 Constitution saving throw or take 9 (2d8) lightning damage and be stunned until the start of the Spinewasp’s next turn on a failed save, or half as much on a success and not stunned.

Multiattack

The Spinewasp makes two attacks: one with its sting and one with its Spine Volley.

Spine Volley

Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d8 + 2) lightning damage. The target cannot take reactions until the start of its next turn.

Sting

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be paralyzed 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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
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