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 | 31 times |
Cloned | 2 times |
Created | 32 days ago |
Last Updated | 20 days ago |
Visibility | Public |
Half-Red Dragon Veteran
CR 5•Medium Humanoid

HP Range30 - 100 (Avg: 65)
AC18
XP1800
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, Draconic |
Defenses
Armor Class | 18 |
HP Range | 30 - 100 (Avg: 65) |
Damage Vulnerabilities | None |
Damage Resistances | |
Damage Immunities | None |
Condition Immunities | None |
Actions
Fire Breath
The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Heavy Crossbow
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Multiattack
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.