Dragon Age - Thedas world illustration - Dark Fantasy theme
Dark Fantasy

Dragon Age - Thedas

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The dark world of the Dragon Age series. Set on the continent of Thedas


Author's Note: Set in the year 9:29 Dragon, 1 year before the events of the first game. Thedas is a dark fantasy world defined by its mature themes and rich lore. Magic is both powerful and dangerous, with mages feared and controlled to prevent demonic possession and the use of forbidden blood magic. The Circle of Magi confines mages, overseen by the Templar Order of The Chantry creating tension and fear of rebellion. Twisted, grotesque humanoid creatures of decay and corruption known as Darkspawn pose existential threats. Occasionally a Blight led by a corrupt old god in the form of a dragon leads them to the surface from the Deep Roads. Heroes known as Grey Wardens stand against these forces, often sacrificing their lives to combat the Archdemon leading each Blight. Political intrigue is ruthless, with nations like Ferelden and Orlais embroiled in deadly power struggles. Noble families vie for power through manipulation, assassination, and war. The Chantry’s religious dogma often leads to conflict and hypocrisy, with heresies and purges creating a landscape of spiritual strife. The Fade, a realm of dreams and demons, constantly threatens to spill into the mortal world, with malevolent spirits eager to breach The Veil, risking possession and madness. Racial tensions and social strife are pervasive. Elves, once a proud civilization, are now marginalized, living in slums known as Alienages in human cities or as nomadic Dalish clans. Dwarves grapple with decline in their underground cities, their once-great kingdoms overrun by darkspawn in the Deep Roads. Moral ambiguity pervades the narrative, with choices that lead to significant and often tragic consequences. Themes of betrayal, sacrifice, and survival are central, creating a richly layered and immersive experience. Thedas is a world where darkness is not just a backdrop but an intrinsic part of its fabric, setting it apart from generic fantasy worlds.
Played189 times
Cloned32 times
Created
305 days ago
Last Updated
75 days ago
VisibilityPublic
Couatl
CR 4Medium Celestial
Couatl
HP Range52 - 143 (Avg: 98)
AC19
XP1100
Details
SizeMedium
TypeCelestial
CR4
XP1100
Languagesall, telepathy 120 ft.
Defenses
Armor Class19
HP Range52 - 143 (Avg: 98)
Damage VulnerabilitiesNone
Damage Resistances
Damage Immunities,
Condition ImmunitiesNone
Actions

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Change Shape

The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Constrict

Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

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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