Fairy Tail: Magic Untamed world illustration - Fantasy theme
Fantasy

Fairy Tail: Magic Untamed

H
HollowLT

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.
Played29 times
Cloned2 times
Created
32 days ago
Last Updated
20 days ago
VisibilityPublic
Gorgon
CR 5Large Monstrosity
Gorgon
HP Range60 - 168 (Avg: 114)
AC19
XP1800
Details
SizeLarge
TypeMonstrosity
CR5
XP1800
LanguagesNone
Defenses
Armor Class19
HP Range60 - 168 (Avg: 114)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition Immunities
Actions

Gore

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Hooves

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Petrifying Breath

The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

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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