Dungeon Break world illustration - Dimensional Travel theme
Dimensional Travel

Dungeon Break

P
Pollution

Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!


Author's Note: The world you are familiar with ended seventeen years ago with "The Opening." It was a time when dimensional portals, known as Dungeon Gates, erupted across the globe. Despite humanities efforts, we couldn't cross through the portals no matter how hard we tried, but the monsters on the other end could. The longer a portal stays open, the closer it gets to destabilizing and turning into a Dungeon Break, where it releases it's horde of monsters into Earth. What began with weaker creatures has escalated into a constant struggle against increasingly dangerous foes. Normal weapons could only go so far and humanity feared it's breaking point. Amidst the chaos and despair, a new phenomenon emerged, as people exposed to the gates' energy started to develop superhuman abilities. These people became know as Breakers, humanity's frontline defense, tasked with the grim duty of quarantining unstable gates, waiting for the inevitable Dungeon Breaks to occur. World Gates, a rare anomaly among Dungeon Gates, started to appear across the globe. These Gates offered free passage between the worlds. Earth found itself connected to nine different worlds, each filled with countless dangers, but humanity needs answers. Will you be a Breaker? Tasked with clearing Dungeon Gates on Earth? Or perhaps you are a human who is Cybernetically Augmented to meet the threat posed by these invaders? Or maybe, just maybe, you're a daring adventurer who wants to see what lies beyond the World Gates? Welcome to Dungeon Break. Note: Remember that Franz still has limitations, so if the lore does not always track the way that it's presented here, just roll with it or OOC him to get him back on track. I tried my best to inject what I could into Franz to get him to stay in line, but as a player you have to do your part as well on occasion. I am also trying to use less CIs so the players can have room to add what they want to the game to suit their playstyle. If you like the game, please give it a heart!
Played104 times
Cloned22 times
Created
27 days ago
Last Updated
Yesterday
VisibilityPublic
The Swarm Mind
CR 15Huge Monstrosity
The Swarm Mind
HP Range187 - 187 (Avg: 187)
AC17
XP13000

Description

The Swarm Mind is a colossal collective consciousness manifested in a massive locust, commanding swarms of tiny insects. It unleashes devastating psychic attacks, overwhelming its foes with mental assaults while controlling vast numbers of its minions.

Details
SizeHuge
TypeMonstrosity
CR15
XP13000
Languagesunderstands all languages but can't speak
Defenses
Armor Class17
HP Range187 - 187 (Avg: 187)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Multiattack

The Swarm Mind makes two psychic lash attacks.

Psychic Burst (Recharge 4-6)

The Swarm Mind unleashes a wave of psychic energy in a 60-foot cone. Each creature in that area must make a DC 19 Intelligence saving throw, taking 49 (11d8) psychic damage and becoming stunned for 1 minute on a failed save, or half as much damage and isn't stunned on a successful one. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Lash

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (4d10 + 4) psychic damage. The target must succeed on a DC 19 Intelligence saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before 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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