Fantasy
Zahednaria. Ancient Slavic dark fantasy. Demons have destroyed most of the world.
Author's Note: World: The name of the world: Zahednaria. Theme: Ancient Slavic dark fantasy. Races: there are a lot of supernatural races, there are few people left. The world of Zahednari is a world of cruelty, fear and hopelessness. Locations: Yarogor. Zlatogorye. Chernoborye. Problems: Demons have destroyed most of the world. Anyone who practices magic is subject to mutation. The undead roam the world calmly, not even hiding. The ancient gods hide their essence. The general mood : Distrust and suspicion: Every person is a potential traitor, a demon possessed, a mutant, or just a weakling who will drag you to the bottom. Openness and sincerity are luxuries that few people can afford. You can help others only when it is beneficial or necessary for your own survival. Everyone is distrustful, cautious. Anyone who shows magical abilities is terrifying. Many people, broken by the brutality of the world, lose hope for the best.
Played | 3 times |
Cloned | 0 times |
Created | 85 days ago |
Last Updated | 2 days ago |
Visibility | Public |

HP Range40 - 50 (Avg: 45)
AC14
XP700
Description
The Swamp Kikimora is a malevolent spirit that haunts the murky depths of wetlands, preying on the unwary. With her ability to blend into her surroundings, she lures victims into her grasp before unleashing her minions.
Details
Size | Medium |
Type | Undead |
CR | 3 |
XP | 700 |
Languages | Common, Sylvan |
Defenses
Armor Class | 14 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Fire, Radiant |
Damage Resistances | Necrotic |
Damage Immunities | None |
Condition Immunities | Frightened, Charmed |
Actions
Meld with Environment
As a bonus action, the Swamp Kikimora can merge with the swamp, becoming invisible until she moves or attacks. This ability allows her to ambush unsuspecting prey.
Summon Minions
The Swamp Kikimora can summon 1d4 tiny swamp creatures (such as frogs or insects) to aid her in battle. These creatures act on her initiative and can distract or harass her enemies.
Terrifying Presence
Any creature that starts its turn within 30 feet of the Swamp Kikimora must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.