
Cyberpunk
Fantasy cyberpunk world. Cybernetics, mechanics and magic intertwine.
Author's Note: This is a fantasy world that is set in the future, filled with a lot of different races and classes. Many different types of magic and technologies coexist or intertwine, even with cybernetic enhancements, augmentations and prosthetics or mechanical limbs. Some fashion and areas are a mix of new and old or seem to be from a different era.
Gangs, corporate gangs and corrupted cops rule over Cyberia, though some fight back against them.
Find your place in the world. Become a mercenary or bounty hunter, destroy, take over or create your own gang, corporate gang or group, become a vigilante or villain or just a plain criminal and/or clean up or further the corruption in the police force. You could also attempt to take Cyberia as your own, while battling against others for control of the city.
Technology: Engineering, Gear/Clockwork, Steampunk, Dieselpunk, Modern, Futuristic, Electronics, Robotics, Cybernetics
Magic technologies: Arcane Engineering, Magitek/Artificer, Crystal Powered, Ethereal Energy Tapping/Collecting, Rune, Enchantment
Played | 15 times |
Cloned | 0 times |
Created | 63 days ago |
Last Updated | 1 days ago |
Visibility | Public |

HP Range10 - 25 (Avg: 18)
AC12
XP200
Description
Sewage Goblins are mischievous creatures that thrive in the filth of sewers and waste disposal systems. They are known for their insatiable appetite for excrement, which they consume with glee, often using it to craft crude weapons and tools.
Details
Size | Small |
Type | Humanoid |
CR | 1 |
XP | 200 |
Languages | Goblin |
Defenses
Armor Class | 12 |
HP Range | 10 - 25 (Avg: 18) |
Damage Vulnerabilities | Fire |
Damage Resistances | Poison |
Damage Immunities | None |
Condition Immunities | None |
Actions
Filthy Bite
The Sewage Goblin bites a creature within 5 feet, dealing 1d4 piercing damage plus 1d4 poison damage.
Sewage Splash
The Sewage Goblin hurls a handful of foul-smelling waste at a target within 30 feet. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.