Cyberia world illustration - Cyberpunk theme
Cyberpunk

Cyberia

O
Onrelas

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
Played15 times
Cloned0 times
Created
63 days ago
Last Updated
1 days ago
VisibilityPublic
Ancient Brass Dragon
CR 20Gargantuan Dragon
Ancient Brass Dragon
HP Range136 - 459 (Avg: 298)
AC20
XP25000
Details
SizeGargantuan
TypeDragon
CR20
XP25000
LanguagesCommon, Draconic
Defenses
Armor Class20
HP Range136 - 459 (Avg: 298)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage Immunities
Condition ImmunitiesNone
Actions

Bite

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Breath Weapons

The dragon uses one of the following breath weapons: Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Claw

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Frightful Presence

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Multiattack

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Tail

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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