Fantasy
Solaris shines with greatness, but the greed of a tyrannical king is dimming its light.
Author's Note: The story starts with your past shaping your present. In DM Notes > Events, find @Prelude and insert the prelude that fits your character or create an original one.
How to Use the Prelude System:
-Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan)
-Shackled Fate (Tahlia, Tink, Fetch)
-Duskwarren (Dorian, Faith, Nira)
-Custom Characters: Create a fitting prelude.
PRELUDES:
-Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan)
I am not meant to rot here. None of us are. The chains may hold my wrists, but they do not break my resolve. Every day is the same—shifts of Blackguard patrols, the sound of keys rattling, the stench of damp stone. They take one of us at a time. Interrogation. Torture. Forced labor in Dreadspire Keep. They think they can wear us down, that we will surrender to our fate. But they are wrong.
-Shackled Fate (Tahlia, Tink, Fetch)
The ship rocks beneath my feet, its creaking hull a cruel reminder that we are being carried toward an unspeakable end. We were taken, marked as criminals for crimes we never committed. A lie was all it took. Alistair’s rituals spare no one. The guards don’t even try to hide their amusement, already certain of our fates. But they underestimate us. Time is slipping away, but I refuse to let it run out before I fight back.
-Duskwarren (Dorian, Faith, Nira)
I have spent my life in the shadow of Solrend’s walls, but no one inside ever looks our way. Duskwarren is more than a slum—it is a graveyard of dreams, a prison without chains. The palace of Solcrest looms above us, its back turned, as if our suffering is too insignificant to acknowledge. But I see the truth. I hear the murmurs in the alleys, the quiet rage in weary voices. The city will never lift us up. We have to rise ourselves.
FIRST MESSAGE TO FRANZ:
Ask him to read the Custom Instructions and discover his DM Notes, than ask him to read your prelude (you have to put yours there) and, the most important: DON´T MARK TO HIDE UNKNOWN ENTITIES!!!
Played | 135 times |
Cloned | 31 times |
Created | 96 days ago |
Last Updated | Yesterday |
Visibility | Public |
Baphomet
Large Fiend - CR 21
The Nightmare Stalker Baphomet is a sinister embodiment of fear and chaos, lurking within the depths of Nightmare Cave. It seeks out those who have ascended beyond mortal realms, reveling in their terror and confusion. This monstrous entity thrives on the torment it inflicts, drawing power from the nightmares it generates in its victims.
Details
Size | Large |
Type | Fiend |
CR | 21 |
XP | 50000 |
Languages | Infernal, Abyssal, telepathy 120 ft. |
Defenses
Armor Class | 22 |
HP Range | 420 - 480 (Avg: 450) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Stats
strength
26
dexterity
18
constitution
24
intelligence
20
wisdom
20
charisma
22
Actions
Nightmare Strike
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 6) slashing damage, and the target must succeed on a DC 22 Constitution saving throw or take 27 (6d8) psychic damage and is stunned until the end of its next turn.
Summon Shadow Minions (Recharge 5-6)
The Nightmare Stalker Baphomet summons 2d6 shadowy minions that act on its command. Each minion is a shadow (as in the Monster Manual) and can attack the same turn it is summoned.
Terrifying Gaze
The Nightmare Stalker Baphomet targets one creature it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.