
High Fantasy
Aveloria, a kingdom where forbidden magic festers and ancient powers stir beneath crumbling faith.
Author's Note: The Kingdom of Aveloria stands atop ancient ruins, its golden age a memory drowned in blood. Magic is rare and feared; necromancy is punishable by death. The Church of Light, once founded by six fallen angels to protect humanity, has decayed into a political machine, blind to rising threats. Beneath the earth, ancient beings stir, whispering to the forgotten and the damned. Demonic attacks grow bolder. Inquisition squads hunt rogue magic-users. Light fades, and a reckoning looms.
Played | 20 times |
Cloned | 0 times |
Created | 14 days ago |
Last Updated | 1 days ago |
Visibility | Public |

HP Range70 - 80 (Avg: 75)
AC15
XP1800
Description
Labyrinth Keepers are twisted remnants of humanity, driven mad by their endless wandering in the maze. Their minds are shattered, and they serve as guardians to the secrets hidden within the labyrinth, striking fear into the hearts of intruders.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, Abyssal |
Defenses
Armor Class | 15 |
HP Range | 70 - 80 (Avg: 75) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Rusty Blade
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. On a hit, the target must succeed on a DC 14 Constitution saving throw or take an additional 7 (2d6) necrotic damage.
Symbolic Confusion
The Labyrinth Keeper targets one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. A confused target can't take reactions and must roll a d10 at the start of its turn to determine its behavior.