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?
Played | 36 times |
Cloned | 6 times |
Created | 12 days ago |
Last Updated | 4 days ago |
Visibility | Public |
Description
Zealous Coalbiter cultists obsessed with dragons, forcing their 'blessings' through violent rituals and sacrifices, often harming dragons they claim to serve.
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Draconic (broken) |
Armor Class | 16 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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.