Yamato world illustration - Japanese Mythology theme
Japanese Mythology

Yamato

S
Shinrai

A fantastical world heavily inspired by japanese mythology and the edo time period.


Author's Note: Complete custom world without any 5e Defaults. This is NOT a Dungeons and Dragons World. Atm there are: 12 custom races 9 custom classes (all are able to cast spells, physical classes as well as magical ones) over 100 playable characters over 200 custom cantrips and spells 114 custom items Currently planned: 2 more factions (merchant guild and artist guild of sorts) and adding the whole character roster to those factions. But I need to get a better grasp how Franz works in conjuntion with those systems atm, so I will refrain from putting all current characters into factions for the time being. Known issues: -"I can not start a campaign with a character I created myself." Possible workaround: Clone Yamato and add the character you want to play as in your workshop tab into the character list of Yamato. Then start a campaign from there and select the character. If the character has a class and race that is not present in Yamato, you should also copy it over and integrate it in the Yamato world in your workshop tab as well, including the spells you use. I do not know what causes this issue. But this is a non-d&d world with selfmade classes and selfmade races. If you try to play my world with a custom character from your own workshop with a class and race that is not present in Yamato, it might cause problems. There can also problems occure, when you starting a campaign NOT at a POI with a starting location (the star before the POI name signals where you should start without a problem), but just an area. - "In Fights Franz tells me that I can not eat any of the healing items like Onigiri.": should he complain, anwer him that the item is a Potion and should be treated like one and he will let you drink it. At least it worked for me this way when testing. A bit odd, but atm the only workaround. All graphics were made with Nightcafé. You are free to use my graphics, spell descriptions, races, items etc. in your own build worlds and campaigns.
Played1096 times
Cloned88 times
Created
223 days ago
Last Updated
5 days ago
VisibilityPublic
Ahriman
CR 10Large Aberration
Ahriman
HP Range100 - 250 (Avg: 175)
AC17
XP10000

Description

Ahriman is a fearsome flying aberration with an enormous eye at the center of its forehead, radiating a sinister glow. This aberration is said to be born from the nightmares of ancient beings, soaring through the skies with a presence that instills dread in the hearts of those who dare to gaze upon it. Its form is draped in dark, shimmering feathery tendrils that flicker like shadows against the night sky, blending seamlessly with the surrounding darkness.

Details
SizeLarge
TypeAberration
CR10
XP10000
Languagestelepathy
Defenses
Armor Class17
HP Range100 - 250 (Avg: 175)
Damage VulnerabilitiesForce, Radiant, Acid, Poison
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Eye Ray

Ahriman fires a ray from its central eye. The target must make a DC 16 Constitution saving throw, taking 4d10 psychic damage on a failed save, or half as much on a successful one.

Nightmare Call (Recharge 5-6)

Ahriman emits a terrifying call that echoes within the minds of its foes. All creatures within a 30-foot radius must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wing Buffet

Ahriman can use its wings to create a powerful gust of wind. All creatures within a 15-foot radius must succeed on a DC 16 Strength saving throw or take 3d8 bludgeoning damage and be 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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