Fantasy
A secret land hidden behind a wall of fog in another dimension, where you're given the second chance
Author's Note: Hithamar, a realm shrouded in mist and mystery, lies between the realms of life and death. It is a place where souls journey after death, seeking answers, redemption, and a chance to find peace. The inhabitants of Hithamar are those who have not yet found peace in the afterlife. They are souls who are lost, confused, or tormented by their past lives. Some are searching for answers to unanswered questions, while others are seeking redemption for their sins. When a soul arrives in Hithamar, they are stripped of their memories of their previous life. They are left to wander the realm, searching for answers. The ultimate goal of a soul's journey in Hithamar is to find peace and resolution. This may involve confronting their past lives, facing their fears, and making amends for their mistakes. One of the most significant challenges a soul may face in Hithamar is the possibility of encountering their own murderer. This encounter can be a source of great pain and anguish, but it can also be an opportunity for forgiveness and healing. Once they have achieved peace, their souls are free to move on to the next stage of their existence. Hithamar is a place of both sorrow and hope, a place where souls can find solace and redemption.
Played | 21 times |
Cloned | 0 times |
Created | 94 days ago |
Last Updated | 10 days ago |
Visibility | Public |
HP Range105 - 105 (Avg: 105)
AC15
XP3900
Description
A being of raw elemental force given form in a dazzling array of sharp, translucent crystals. Light refracts and dances across its jagged surfaces, creating an almost hypnotic display.
Details
Size | Large |
Type | Elemental |
CR | 7 |
XP | 3900 |
Languages | None |
Defenses
Armor Class | 15 |
HP Range | 105 - 105 (Avg: 105) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Crystal Shard Barrage
The elemental releases a spray of razor-sharp crystal shards in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.
Crystal Spikes
Any creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1d6 piercing damage.