Nexara world illustration - Modern theme
Modern

Nexara

I
ItsKingKilam

Nexara is a vast, magical world where the 21st century collides with fantasy.


Author's Note: Author's Note: Nexara is a vast, magical realm where the 21st century meets fantasy, larger than Earth and home to diverse races, including humans, orcs, elves, dwarves, and wizards. Its cities blend skyscrapers powered by arcane energy with mana-fueled technologies, creating a unique mix of magic and modernity. However, ancient powers and dark forces continually vie for control beneath this advanced surface. Kingdom of Esabury Located in the Ghivanni Delta, Esabury is a powerful nation known for its economic strength and arcane innovations. Cities like Arcathis utilize arcane automobiles, planes, and firearms. Despite its prosperity, Esabury faced a brutal war against the Iron Dominion fifty years ago over the delta’s precious arcane crystals. The Iron Dominion To the north lies the Iron Dominion, ruled by the Council of Shadows, a group of malevolent warlocks. They use dark magic—necromancy and blood magic—to maintain control and seek to dominate the Ghivanni Delta for its resources. Although the Treaty of Aridon ended the war, fears persist about the Dominion amassing power and developing forbidden weapons. The United Elven States of Thalorwyn East of Esabury, Thalorwyn is a key ally led by the Circle of the Verdant. The elves balance arcane technology with environmental protection, wary of industrialization’s impacts. They played a crucial role in the war, providing magical support, and now focus on harmonizing ancient and modern magic. The Orcish Kingdom of Druukar To the west, Druukar is an industrious nation with arcane-powered factories. Ruled by warrior-chiefs, it maintains a strategic alliance with Esabury against the Iron Dominion. Tensions in Nexara Despite fifty years of peace, tensions are rising. The Iron Dominion’s pursuit of dark magic raises fears of renewed conflict. Control of the Ghivanni Delta’s arcane crystal mines remains contentious, with the potential for another war looming as the Dominion grows bolder.
Played41 times
Cloned6 times
Created
171 days ago
Last Updated
65 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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