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 Range75 - 95 (Avg: 85)
AC15
XP1800
Description
The Water Wraith is a mysterious entity that embodies the essence of water, appearing as a young, naked man with flowing green hair and vibrant green eyes. He is known to lure travelers into the depths of lakes and rivers, where he can drain their life force.
Details
Size | Medium |
Type | Undead |
CR | 5 |
XP | 1800 |
Languages | Aquan, Common |
Defenses
Armor Class | 15 |
HP Range | 75 - 95 (Avg: 85) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Cold, Bludgeoning |
Damage Immunities | Poison, Psychic |
Condition Immunities | Grappled, Prone |
Actions
Drowning Grasp
The Water Wraith reaches out to grab a target within 10 feet, forcing them to make a DC 15 Strength saving throw or take 3d8 cold damage and be grappled.
Illusory Lure
The Water Wraith creates an illusion of a beautiful oasis, compelling creatures within 30 feet to make a DC 16 Wisdom saving throw or be drawn towards it.