Tower of Ascension world illustration - Fantasy theme
Fantasy

Tower of Ascension

S
Sigaojao

In a ravaged world, a giant obsidian tower rises. Few are summoned inside. You are one of them.


Author's Note: Welcome, Ascended! The world outside lies in ruin, but within the Tower of Ascension, hope for a new beginning—or the end of everything—awaits. This tower stretches endlessly from Level 1 to Level 20, each level presenting unique environments, challenges, and monsters that test your strength, resolve, and intelligence. Portals guard the path to higher levels, each protected by formidable creatures. Will you be able to reach the top and uncover the truth? Tip: -When moving from one POI to anoher, tell Franz the coordinates.
Played88 times
Cloned11 times
Created
218 days ago
Last Updated
18 days ago
VisibilityPublic
Ghost
CR 5Medium Undead
Ghost
HP Range66 - 74 (Avg: 70)
AC15
XP1800

Description

The Ghost is the lingering spirit of a vengeful inhabitant from a long-forgotten village, cursed to haunt the murky depths of the Swamp of Shadows. Driven by an intense desire to protect its ancient territory, this spectral figure radiates an unsettling aura that chills the air, causing the bravest adventurers to second-guess their paths. Possessing otherworldly powers, it revels in sowing fear and chaos among intruders while remaining forever tied to the swamp's deceptive allure.

Details
SizeMedium
TypeUndead
CR5
XP1800
LanguagesCommon, Sylvan
Defenses
Armor Class15
HP Range66 - 74 (Avg: 70)
Damage VulnerabilitiesNone
Damage Resistances, , ,
Damage Immunities, ,
Condition Immunities, , , , , , , ,
Actions

Incorporeal Movement

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Life Drain

Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (4d8) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or reduce its hit point maximum by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.

Terrifying Visage

Each creature of the ghost's choice within 30 feet that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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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