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
Air Elemental
CR 5Large Elemental
Air Elemental
HP Range36 - 144 (Avg: 90)
AC15
XP1800
Details
SizeLarge
TypeElemental
CR5
XP1800
LanguagesAuran
Defenses
Armor Class15
HP Range36 - 144 (Avg: 90)
Damage VulnerabilitiesNone
Damage Resistances, ,
Damage Immunities
Condition Immunities, , , , , , ,
Actions

Multiattack

The elemental makes two slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind

Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

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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