Dragon, Magic Reborn world illustration - Fantasy theme
Fantasy

Dragon, Magic Reborn

H
Hoko

Gru is a crumbling world once shaped by dragons and flowing with wild magic. Now, its Rebel Moon breaks, ley lines wither, and wonder fades. You are one of the last dragons, or a rare rider who still dares to bond with one. Will you fight to restore magic and hope, or let Gru sink fully into shadow and ruin?


Author's Note: This work presents custom image prompts and characters within an original world inspired by mythology, D&D, and Tolkien. It includes familiar classes, spells, and races from these sources, seamlessly integrated into a fresh narrative. Featured characters are suggested for their familiar human-oriented playstyle.
Played36 times
Cloned6 times
Created
12 days ago
Last Updated
4 days ago
VisibilityPublic
Ember-Maws
CR 5Medium Humanoid
Ember-Maws
HP Range80 - 90 (Avg: 85)
AC16
XP1800

Description

Zealous Coalbiter cultists obsessed with dragons, forcing their 'blessings' through violent rituals and sacrifices, often harming dragons they claim to serve.

Details
SizeMedium
TypeHumanoid
CR5
XP1800
LanguagesDraconic (broken)
Defenses
Armor Class16
HP Range80 - 90 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Dragon Frenzy

When Ember-Maws smell dragon blood, they gain advantage on attack rolls and their movement speed increases by 10 feet for 1 minute. They may attack allies if they perceive them as threats to their ritual.

Fanatic's Grip

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The Ember-Maw can drag the grappled target 10 feet toward molten pits or sacrificial altars.

Molten Maw Breath

Exhales a 15-foot cone of molten glass shards and ash-fire. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d6 fire and 3d6 slashing damage on a failed save, or half as much on a success.

Scale-Mask Intimidation

The Ember-Maw can use an action to frighten one creature within 30 feet that can see its mask. The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the save at the end of each of its turns.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
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