High Fantasy
One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?
Author's Note: This is a cross over idea. Something to mess with. I'm going to update as time go's on. so far I think it's playable. Still have a lot to cover before I feel like this it's done. The idea is that Gannon has found a way to warp the realms and bring parts of thoses realms to the Land of Hyrule . Hyrule it's self has been changed also due to gannon, and has teamed up with more of the worst of the worst to put the icing on the cake. You can live your own way of life or help the hero of time save the world.
Played | 9 times |
Cloned | 1 times |
Created | 28 days ago |
Last Updated | 1 days ago |
Visibility | Public |

HP Range120 - 120 (Avg: 120)
AC15
XP1800
Description
A massive, slumbering creature known for its insatiable appetite and tendency to block paths while sleeping. It is often found in forests and meadows, where it consumes vast amounts of food before drifting off into a deep sleep.
Details
Size | Large |
Type | Monstrosity |
CR | 5 |
XP | 1800 |
Languages | understands Common but cannot speak |
Defenses
Armor Class | 15 |
HP Range | 120 - 120 (Avg: 120) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Body Slam
Snorlax rolls over and attempts to crush a target beneath its massive weight. The target must make a DC 18 Strength saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much on a successful one.
Sleepy Roar
Snorlax lets out a loud, rumbling snore that can be heard for miles. All creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.