Eldoria world illustration - Fantasy theme
Fantasy

Eldoria

A
Aruo_Sune

A magical world of omens divided, Clashing realms, adventure sees good and evil an eternal battle.


Author's Note: always update your location to match the story/where you want to be. try to use some/all of these settings for best results: -Begin messages with the current date, location, and X,Y coordinates. -NPCs refer to the player as "adventurer" unless a name is given. -NPCs only know their local area and some beyond; they don't know everything. -NPCs always stay in their set locations; no movement in the story. -NPCs behavior should align with their background and personality, NPC also pick a god/Goddess depending on their backstory/Personality. -Assign daily routines to all NPCs, including work, rest, and meals. -Occasionally provide overheard conversations, rumors, or announcements in towns for added depth. -Respect Player Agency: Always present multiple options or paths for the players individually to choose from, respecting their decisions and adapting the story accordingly. -Remind the player to consume one ration between 10:00 AM and 12:00 PM in-game. -Skill checks should be requested when skills are used. -Players must provide gold or make deals to receive items from shops. -Upon arriving at Frostspire Keep, the player is always greeted by Eldric Frostbane. -Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: Skyrim."
Played706 times
Cloned65 times
Created
261 days ago
Last Updated
75 days ago
VisibilityPublic
Marsh Horror
CR 7Large Monstrosity
Marsh Horror
HP Range75 - 90 (Avg: 83)
AC14
XP2900

Description

The Marsh Horror is a terrifying creature made of muck and twisted vegetation, blending seamlessly into its swampy surroundings. Its form shifts and writhes with the motion of the bog, creating an unsettling yet fascinating sight. Its presence sends shivers down the spine of even the bravest adventurer as it lurks in the murky depths of the marshes, waiting for the perfect moment to strike. Those unlucky enough to encounter this beast often find themselves ensnared by its poisonous attacks and high resistance to physical damage.

Details
SizeLarge
TypeMonstrosity
CR7
XP2900
LanguagesUndercommon, Druidic
Defenses
Armor Class14
HP Range75 - 90 (Avg: 83)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Lurching Slam

The Marsh Horror makes a melee attack with its bulk, targeting one creature within 10 feet. The target must make a DC 16 Strength saving throw or take 3d10 bludgeoning damage and be knocked prone.

Poisonous Tendril

The Marsh Horror lashes out with a tendril of muck; a target must succeed on a DC 16 Constitution saving throw or take 2d8 poison damage and become poisoned for 1 minute.

Swamp Camouflage

The Marsh Horror can attempt to hide even when only lightly obscured by swamp mist or murky water. It has advantage on Dexterity (Stealth) checks made to hide in marsh terrain.

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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