This campaign is set in the Avatar universe shortly after the fall of the Earth Empire. Ba Sing Se and its surrounding regions are undergoing massive political reform, shifting from monarchy to democratic republics amid the power vacuum left by the Empire’s collapse. Spirits are active and often unpredictable, and bending is both a gift and a tool in daily life and conflict. The world is rich with faction rivalries, lingering tensions, and opportunities for heroism and change.
Played | 4 times |
Cloned | 1 times |
Created | 16 days ago |
Last Updated | 12 days ago |
Visibility | Public |

Description
The Earth Mole is a powerful subterranean beast that embodies the ancient connection between earthbending and nature's rhythms. With its muscular build and tough, rocky skin, it thrives in the deep caves and tunnels of the Earth Kingdom, using its seismic abilities to navigate and defend its territory. Traits Earth Glide. The earth mole can burrow through nonmagical, unworked earth and stone without disturbing the material. Tremorsense. The earth mole can detect and pinpoint the origin of vibrations within 60 feet, provided it is in contact with the ground. Saving Throws: Dex +3, Con +5 Skills: Perception +3
Size | Large |
Type | Beast |
CR | 4 |
XP | 1100 |
Languages | None |
Armor Class | 14 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Claw Swipe
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 4) slashing damage.
Earthquake Pulse
(1/day) The earth mole channels an earthbending shockwave in a 30-foot radius centered on itself. Creatures in the area must make a DC 15 Constitution saving throw or take 21 (6d6) bludgeoning damage and be stunned until the end of their next turn. On a successful save, they take half damage and are not stunned.
Seismic Stomp
(Recharge 5-6) The earth mole stomps the ground, causing a localized tremor. All creatures within 20 ft. must succeed on a DC 15 Dexterity saving throw or be knocked prone. On a failed save, targets take 14 (3d6 + 4) bludgeoning damage. On a successful save, they take half damage and remain standing.