
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 Range40 - 50 (Avg: 45)
AC14
XP700
Description
The Drug Fiend is a malevolent goblin-like creature that thrives on the chaos and addiction it spreads. It uses its cunning and charm to lure unsuspecting victims into a world of substance abuse, feeding off their despair and dependency.
Details
Size | Small |
Type | Fiend |
CR | 3 |
XP | 700 |
Languages | Common, Goblin, Fiend, Demonic |
Defenses
Armor Class | 14 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Radiant, Fire, Piercing |
Damage Resistances | Poison |
Damage Immunities | Poison |
Condition Immunities | None |
Actions
Addictive Charm
The Drug Fiend targets one creature it can see within 30 feet. The target must succeed on a DC 14 Wisdom saving throw or become charmed for 1 minute. While charmed, the target is compelled to consume a substance of the Drug Fiend's choice.
Toxic Breath
The Drug Fiend exhales a cloud of toxic fumes in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.