Farahelm world illustration - Fantasy theme
Fantasy

Farahelm

L
Logan574757

A peaceful land full of powerful kingdoms that could start a war for the smallest of reasons, in truth it's peaceful, but very racist. Tieflings are seen as demons, Elf's are seen as egotistical freaks, Orc's are seen as violent bruits, so on, and so forth. The wilderness is just as unforgiving as people are, it's packed full of every single monster your mother warned you about, but it's nothing compared to Zeth. Zeth the Dragon Priest is an almost unstoppable force.


Author's Note: This is my first world, but I will keep it updated as much as I can, if you want to contact me so I can change something text my number (863-244-9077) please don't abuse my number, I'm just trying to get feedback.
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12 days ago
Last Updated
5 days ago
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Mercury Dragon
CR 15Large Dragon
Mercury Dragon
HP Range200 - 300 (Avg: 250)
AC18
XP13000

Description

Mercury dragons are rare and enigmatic creatures known for their shimmering pale silver scales that reflect light in mesmerizing patterns. They are often found in remote mountain ranges and are known to be both cunning and unpredictable, using their abilities to confuse and disorient their foes.

Details
SizeLarge
TypeDragon
CR15
XP13000
LanguagesDraconic, telepathy 120 ft.
Defenses
Armor Class18
HP Range200 - 300 (Avg: 250)
Damage VulnerabilitiesBludgeoning, Cold
Damage ResistancesPoison, Bludgeoning
Damage ImmunitiesPsychic, Radiant, Slashing, Piercing
Condition ImmunitiesParalyzed, Stunned, Petrified
Actions

Poison Breath

The Mercury Dragon exhales a cloud of toxic gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 66 (12d10) poison damage on a failed save, or half as much damage on a successful one.

Psychic Assault

The dragon targets one creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or be affected by confusion for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail Whip

The dragon swings its tail in a wide arc. Each creature within 15 feet of the dragon must make a DC 18 Dexterity saving throw, taking 30 (6d8) bludgeoning damage on a failed save, or half as much on a successful one.

Talon Swipe

The dragon makes a melee attack with its talons. It has a +12 to hit, reaching 10 ft. and dealing 24 (4d8 + 5) slashing damage on a hit.

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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