
Fantasy
wolrd of multiple realms a fusion of science and fantasy where a race for dominance will take place
Author's Note: the dunhillian empire is not to be trusted,except renia (the second heir and next to the throne to dunhill) the dunhillian empire compose of a race of vampire that surpassed their weaknesses by the help of an anceint spirit imprisond outside the realms called (Vmapkarr the tinity "3 souls of a perconified existence called domincance , fear and invulnarability whose made a pact with dunhill )
the other oppossing faction is the tepes collective (lead by Alucard) who is also a vampire who was granted the same invulnarability by another spirit from the same seclution of vampkarr but is a lawufl good called (" Korm" the comos master) who want to stop the tinity from erradicate all lives
Warning: there is an entity in deep space in a planet called poision world under the aliases of (poison master) whatere he says or do , its always for reason "definitly not good one"(but he will make sure you dont have other option)
advice: on the other corner there is a 4th wall breaking SEER who will give you advices(mostly controlled by the DM ) its good to take his advices
Played | 2 times |
Cloned | 0 times |
Created | 180 days ago |
Last Updated | 82 days ago |
Visibility | Public |
Bone Devil
CR 9•Large Fiend

HP Range75 - 210 (Avg: 143)
AC19
XP5000
Details
Size | Large |
Type | Fiend |
CR | 9 |
XP | 5000 |
Languages | Infernal, telepathy 120 ft. |
Defenses
Armor Class | 19 |
HP Range | 75 - 210 (Avg: 143) |
Damage Vulnerabilities | None |
Damage Resistances | , |
Damage Immunities | , |
Condition Immunities |
Actions
Claw
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Multiattack
The devil makes three attacks: two with its claws and one with its sting.
Sting
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.