Fantasy
Eryndor is a mystical land where ancient magic and mortal ambition collide.
Author's Note: Eryndor is a world where ancient magic intertwines with mortal ambition, teeming with diverse cultures, living history, and uncharted mysteries. Each region—from the pirate-infested Shattered Isles to the cursed Obsidian Wastes—tells its own story, shaped by past choices that echo into the present. Magic, both a tool and a threat, flows through the Aether Veins, fueling innovation while posing risks to balance. Heroes emerge not from destiny but from the fringes of society, their choices shaping a morally complex world where good and evil blur.
The divine pantheon actively influences mortal lives, and ancient artifacts like the Blade of Aryn’Dral carry immense power with dire consequences. The floating city of Skyhaven debates the ethics of controlling magic, while shadowy regions like Virewood Forest and Shadowfell Cove hide untold secrets. Eryndor invites exploration and rewards curiosity, where every decision ripples through the ever-changing landscape. It is not just a setting but a living character, shaped by its inhabitants' dreams and struggles, offering endless opportunities for adventure and discovery.
Played | 40 times |
Cloned | 0 times |
Created | 49 days ago |
Last Updated | 29 days ago |
Visibility | Public |

Hooded Cultist
Medium Humanoid - CR 1
A sinister figure shrouded in dark robes, the Hooded Cultist serves a malevolent purpose, seeking to spread chaos and darkness. Their eyes gleam with an unnatural intensity, hinting at the dark powers they wield.
Details
Size | Medium |
Type | Humanoid |
CR | 1 |
XP | 200 |
Languages | Common, Infernal |
Defenses
Armor Class | 12 |
HP Range | 27 - 36 (Avg: 32) |
Damage Vulnerabilities | None |
Damage Resistances | |
Damage Immunities | None |
Condition Immunities |
Stats
strength
10
dexterity
14
constitution
12
intelligence
13
wisdom
15
charisma
16
Appearance
The Hooded Cultist wears tattered black robes that obscure their form, with a deep hood that casts shadows over their face. Only their piercing eyes are visible, glowing faintly in the dim light.
Actions
Dagger Attack
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Dark Invocation
The cultist targets one creature they can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) psychic damage and be frightened until the end of the cultist's next turn.