
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 Range100 - 140 (Avg: 120)
AC15
XP2300
Description
The Aquatic Abomination is a grotesque creature born from the twisted union of fish and humanoid forms, driven by a primal urge to dominate the waters. They are known to lure unsuspecting sailors and adventurers into their depths, where they unleash their fury.
Details
Size | Large |
Type | Monstrosity |
CR | 6 |
XP | 2300 |
Languages | Aquan, understands Common but cannot speak |
Defenses
Armor Class | 15 |
HP Range | 100 - 140 (Avg: 120) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Cold, Piercing |
Damage Immunities | Poison |
Condition Immunities | Charmed, Frightened |
Actions
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 piercing damage.
Lure of the Deep
The Aquatic Abomination can attempt to charm a creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute.
Swallow
The creature can swallow a Medium or smaller creature grappled by it. The swallowed creature is blinded and restrained, it takes 3d6 acid damage at the start of each of its turns.