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
86 days ago
Last Updated
76 days ago
VisibilityPublic
Quasit
CR 1Tiny Fiend
Quasit
HP Range3 - 12 (Avg: 8)
AC13
XP200
Details
SizeTiny
TypeFiend
CR1
XP200
LanguagesAbyssal, Common
Defenses
Armor Class13
HP Range3 - 12 (Avg: 8)
Damage VulnerabilitiesNone
Damage Resistances, , ,
Damage Immunities
Condition Immunities
Actions

Claw (Bite in Beast Form)

Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Invisibility

The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Scare

One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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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