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
Zyrax, the Creeper
CR 19Huge Dragon
Zyrax, the Creeper
HP Range280 - 315 (Avg: 298)
AC20
XP22000

Description

Zyrax, known as the Creeper, is a terrifying presence that lurks in the shadows, exploiting both land and water with his formidable capabilities. With his massive, scaly body crackling with blue lightning, he dominates the battlefield, striking fear into the hearts of all who face him. His intelligent gaze and authoritative demeanor reveal a cunning mindset, making him a master strategist on the hunt for power and dominance.

Details
SizeHuge
TypeDragon
CR19
XP22000
LanguagesCommon, Draconic
Defenses
Armor Class20
HP Range280 - 315 (Avg: 298)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage Immunities
Condition ImmunitiesNone
Actions

Bite

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) piercing damage plus 11 (2d10) lightning damage.

Claw

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 8) slashing damage.

Multiattack

Zyrax makes three attacks: one with his bite and two with his claws.

Thunderous Crush (Recharge 5-6)

Zyrax rears up and slams his body down into the ground, creating a powerful shockwave. Each creature within 20 feet of Zyrax must make a DC 22 Dexterity saving throw or take 44 (8d10) bludgeoning damage and be knocked prone. On a successful save, the target takes half damage and isn’t knocked prone. Creatures within the radius must also succeed on a DC 20 Constitution saving throw or be stunned until the end of Zyrax's 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.
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