Fantasy
Fiore is a land where magic is more than a tool. The kingdom thriving on its many guilds.
Author's Note: Fiore is a land where magic is more than a tool—it is the lifeblood of civilization. The kingdom thrives on its many guilds, each acting as a hub for mages seeking adventure, fame, and fortune. From the bustling streets of Magnolia to the mystical ruins lost to time, danger and wonder await at every turn. Rival guilds clash in fierce competitions, dark guilds operate in the shadows, and ancient beings stir beneath the surface, threatening to upend the world’s balance. Whether a wandering mage, a loyal guild member, or an outlaw practicing forbidden arts, every adventurer plays a role in shaping the future of this enchanted land.
Magic is incredibly diverse, ranging from elemental spells to celestial summoning and reality-warping abilities.
Guilds serve as factions, each with its own rules, reputation, and politics.
The world is filled with relics, forgotten spells, and legendary beings tied to the past.
Dark Guilds exist outside the law, dealing in forbidden magic and secretive contracts.
The Magic Council acts as the governing body, enforcing magical law and overseeing high-level threats.
Combat can be explosive and over-the-top, with grand-scale battles and flashy abilities.
Played | 29 times |
Cloned | 2 times |
Created | 31 days ago |
Last Updated | 19 days ago |
Visibility | Public |
HP Range300 - 400 (Avg: 350)
AC20
XP5000
Description
Once a feared tyrant of the seas, Mercphobia is a Water Dragon God who has transformed into a more serene entity. Though remnants of its cruel past linger, it now seeks to maintain balance in the waters and protect those who respect the ocean's depths.
Details
Size | Huge |
Type | Dragon |
CR | 20 |
XP | 5000 |
Languages | Aquan, Draconic, Common |
Defenses
Armor Class | 20 |
HP Range | 300 - 400 (Avg: 350) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Calm Waters
Mercphobia can create an area of calm water in a 30-foot radius, granting advantage on saving throws against being frightened and charmed for allies within.
Tidal Wave
Mercphobia summons a massive wave that crashes down in a 60-foot line, dealing 6d10 bludgeoning damage and knocking creatures prone.
Water Breath (Recharge 5-6)
Exhales a 90-foot cone of freezing water, dealing 12d8 cold damage and reducing movement speed by half for 1 minute.