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.
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269 days ago
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Glasswind Elemental
CR 4Medium Elemental
Glasswind Elemental
HP Range45 - 55 (Avg: 50)
AC15
XP1100

Description

The Glasswind Elemental is a swirling manifestation of air and glass, embodying the unique and hazardous winds of the Glasswind Basin. This elemental thrives in the arid landscapes, drawing power from the shimmering shards of glass that cover the ground. It harnesses the power of the winds to disorient its foes and sculpt the environment around it, creating obstacles and mirages made of sharp glass shards.

Details
SizeMedium
TypeElemental
CR4
XP1100
LanguagesAuran
Defenses
Armor Class15
HP Range45 - 55 (Avg: 50)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities
Condition Immunities, , , , , , ,
Actions

Multiattack

The elemental makes two slam attacks.

Shard Gust

The Glasswind Elemental releases a blast of razor-sharp glass shards in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 slashing damage on a failed save, or half as much damage on a successful one.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirling Winds

As a bonus action, the Glasswind Elemental can increase its movement speed and cause obstacles around it to swirl up. It gains advantage on Dexterity saving throws until the end of its next turn.

Whirlwind

Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

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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