Dark fantasy world illustration - Fantasy theme
Fantasy

Dark fantasy

M
Milka2002

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.
Played3 times
Cloned0 times
Created
85 days ago
Last Updated
2 days ago
VisibilityPublic
Swamp Kikimora
CR 3Medium Undead
Swamp Kikimora
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
SizeMedium
TypeUndead
CR3
XP700
LanguagesCommon, Sylvan
Defenses
Armor Class14
HP Range40 - 50 (Avg: 45)
Damage VulnerabilitiesFire, Radiant
Damage ResistancesNecrotic
Damage ImmunitiesNone
Condition ImmunitiesFrightened, 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.

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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