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 Dai Li Interrogator is a master of psychological manipulation and physical restraint, using their powers to extract secrets and maintain control over their targets. They are feared enforcers of the Earth Kingdom's will, employing both mental and physical tactics to intimidate and dominate their foes. Traits Psychic Pressure. The Interrogator can inflict mental pressure on restrained or frightened targets, imposing disadvantage on Wisdom saves. Stone Coil Control. Their earthen bindings can control movement more subtly, allowing mind-body manipulation effects. Saving Throws: Int +5, Wis +5 Skills: Insight +6, Intimidation +4, Arcana +4
Size | Medium |
Type | Humanoid |
CR | 3 |
XP | 700 |
Languages | Common, Earth Kingdom Dialect |
Armor Class | 14 |
HP Range | 55 - 62 (Avg: 59) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Crush Will
Psychic Attack: One creature restrained by any means within 30 ft. takes 12 (3d6 + 2) psychic damage. If this reduces the creature to fewer than half its max HP, they also gain a level of exhaustion.
Earthen Chains
Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be restrained by shifting stone tendrils (escape DC 14).
Interrogator’s Gaze (Recharge 6)
The Interrogator targets one creature within 30 ft. that can see them. The target must make a DC 14 Wisdom saving throw or become frightened until the end of their next turn. While frightened this way, they are also considered charmed and must use their next action to answer a question truthfully.