Fantasy
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.
Played | 81 times |
Cloned | 9 times |
Created | 182 days ago |
Last Updated | 29 days ago |
Visibility | Public |
Jaxmir, the Broken
Gargantuan Dragon - CR 19
Jaxmir, the Broken, is an ancient red dragon whose intimidating presence is overshadowed only by the scars that tell the tales of his fierce battles. Once the feared ruler of the skies, he now bears the mark of age and wear with a broken left horn, a telltale sign of countless confrontations. Despite his injuries, he remains a powerful foe, exuding an aura of fiery destruction and commanding respect from those who would dare to challenge him. His fiery breath can engulf entire areas, and his fierce glare can send shivers down the spines of even the most stalwart adventurers.
Details
Size | Gargantuan |
Type | Dragon |
CR | 19 |
XP | 100000 |
Languages | Draconic, Common |
Defenses
Armor Class | 22 |
HP Range | 533 - 533 (Avg: 533) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | |
Condition Immunities | None |
Stats
strength
30
dexterity
10
constitution
29
intelligence
18
wisdom
15
charisma
23
Actions
Bite
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Fire Breath (Recharge 5–6)
Jaxmir exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Multiattack
Jaxmir makes three attacks: one with his bite and two with his claws.
Tail
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.