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
Herald of Nightmares
CR 18Large Fiend
Herald of Nightmares
HP Range270 - 270 (Avg: 270)
AC19
XP20000

Description

The Herald of Nightmares is a nightmarish demon wreathed in crackling energy, capable of tearing open temporary portals to abyssal realms. With a mere gesture, it unleashes bursts of hellish energy or summons lesser fiends to do its bidding, spreading chaos and terror across the battlefield.

Details
SizeLarge
TypeFiend
CR18
XP20000
LanguagesAbyssal, Common, telepathy 120 ft.
Defenses
Armor Class19
HP Range270 - 270 (Avg: 270)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Abyssal Rift (Recharge 4-6)

The Herald opens a temporary portal to the Abyss, choosing one of the following effects: Hellfire Burst or Fiendish Summons. Hellfire Burst: A burst of hellish flames erupts from the portal in a 30-foot radius centered on a point the Rift Bringer can see within 120 feet. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.   Fiendish Summons: One barbed devil or two spined devils emerge from the portal in unoccupied spaces the Rift Bringer can see within 30 feet of the portal. The summoned devils act on their own initiative but obey the Rift Bringer's verbal commands (no action required by the Rift Bringer). The portal closes at the end of the Rift Bringer's next turn, and any summoned devils that are still alive are banished back to the Abyss.

Claw

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage plus 7 (2d6) force damage.

Multiattack

The Herald of Nightmares can use its Rift Lash and then make three Claw attacks.

Rift Lash

Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 27 (4d8 + 9) force damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 20 feet straight toward the Herald.

Rift Step

As a bonus action, the Herald can teleport up to 60 feet to an unoccupied space it can see.

Unstable Portals

Whenever the Herald takes damage, there is a 1 in 6 chance that a harmless rift opens nearby, causing creatures within 10 feet to make a DC 18 Wisdom saving throw or have disadvantage on their next attack roll, ability check, or saving throw.

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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