Arthandor - mystery world world illustration - Fantasy theme
Fantasy

Arthandor - mystery world

S
SonkaDrimka

Arthandor: a magical realm of floating continents, glowing mists, and ancient ruins


Author's Note: A mystical world where sprawling continents float above vast seas of shimmering mist, Arthandor is a realm where magic weaves through the air like threads of light, shaping the lives of its denizens. It is a land of ancient kingdoms, enigmatic ruins, and untamed wilderness where legends come alive and destiny awaits.
Played57 times
Cloned3 times
Created
149 days ago
Last Updated
55 days ago
VisibilityPublic
Cyr’Kahr
CR 8Huge Beast
Cyr’Kahr
HP Range30 - 50 (Avg: 40)
AC16
XP3900

Description

The Cyr’Kahr is a massive, venomous serpent native to the deserts of Ar'Zhalari, resembling a colossal cobra with glowing, iridescent scales that shimmer like the sands at twilight. Its body is covered in intricate, mystical markings that resemble ancient Kajiit runes, and its eyes glow with a fiery amber hue, piercing the darkness of the desert night. The Cyr’Kahr’s hood is wide and adorned with jewel-like patterns that sparkle under the moonlight, making it appear both beautiful and terrifying.

Details
SizeHuge
TypeBeast
CR8
XP3900
LanguagesUnderstands Primordial but cannot speak.
Defenses
Armor Class16
HP Range30 - 50 (Avg: 40)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Hypnotic Gaze

The Cyr’Kahr can choose one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated and must use its action to move towards the Cyr’Kahr.

Shed Scales

The Cyr’Kahr sheds its iridescent scales in a 15-foot radius around it. Creatures in that area must make a DC 14 Dexterity saving throw or take 3d6 slashing damage and be blinded until the end of their next turn.

Venomous Bite

The Cyr’Kahr makes a bite attack against a target. On a hit, the target takes 3d10 piercing damage and must make a DC 16 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one.

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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