Eryndor world illustration - Fantasy theme
Fantasy

Eryndor

D
DeathXD

Eryndor: A magical realm of glowing forests, floating castles, and endless adventure.


Author's Note: Eryndor was born from the idea of blending high fantasy with a sense of mysticism and wonder. It is a world where magic is not just a tool but a living, breathing force that shapes the environment and the lives of its inhabitants. The floating castles, glowing forests, and crystalline rivers are meant to evoke a sense of beauty and danger—places where adventure is never far away. The intention behind the Glintmarks as currency was to highlight the integration of magic into everyday life, making even mundane transactions feel extraordinary. Similarly, the diversity of creatures and regions is designed to offer endless possibilities for storytelling, from epic quests to personal journeys of self-discovery. Eryndor’s conflicts stem from the delicate balance between magic, nature, and civilization. Its history is rich with ancient secrets, and its present is a tapestry of factions, alliances, and rivalries. Whether you’re exploring ruins, trading in bustling marketplaces, or forging alliances with dragons, Eryndor is a world where the possibilities are as limitless as your imagination. Above all, this world was created to inspire creativity and collaboration, offering a sandbox where players, writers, and dreamers can bring their ideas to life. I used chat gpt for this
Played1 times
Cloned0 times
Created
88 days ago
Last Updated
78 days ago
VisibilityPublic
Barbed Devil
CR 5Medium Fiend
Barbed Devil
HP Range65 - 156 (Avg: 111)
AC15
XP1800
Details
SizeMedium
TypeFiend
CR5
XP1800
LanguagesInfernal, telepathy 120 ft.
Defenses
Armor Class15
HP Range65 - 156 (Avg: 111)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities,
Condition Immunities
Actions

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.

Hurl Flame

Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Multiattack

The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Tail

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

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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