Mordaine world illustration - High Fantasy theme
High Fantasy

Mordaine

S
Seteverus

A land of ancient magic, warring kingdoms, and forgotten gods.


Author's Note: I am not an experienced world builder, and this is my first world. It's a standard DnD High Fantasy trope, but I hope you enjoy. Below is a list of possible starting scenarios and their corresponding locations. 1. You were shipwrecked and washed ashore. Location: Any dock/harbor. 2. You're a new student in the Council of Magic. Location: Council of Arcane Magic. 3. You arrive at the Adventurers Guild to register as a Guild Member. Location: Adventurers Guild. 4. You just arrived from a distant land. Location: Any dock/harbor. 5. You're an adventurer ambushed in the Desert. Location: Traveler's Rest. 6. You encounter goblins in the woods - Possible combat start. Location: Goblins Hollow. 7. You stop by a tavern to rest. Location: Any Tavern (Hint: Taverns have obvious words in it's name suggesting it's a tavern) 8. You recently joined the Order of the Gauntlet. Location: Sanctum of Justice. You might have to nudge Franz in the right direction now and then, so be sure to pay attention to your story.
Played12 times
Cloned1 times
Created
74 days ago
Last Updated
17 days ago
VisibilityPublic
Ash Walker
CR 2Small Undead
Ash Walker
HP Range40 - 50 (Avg: 45)
AC12
XP450

Description

The Ash Walker is an undead creature formed from the remnants of ash and stone, cursed to wander the desolate Shattered Planes of Gorroth. These mindless beings are echoes of those who perished in the cataclysm, eternally searching for solace that will never come.

Details
SizeSmall
TypeUndead
CR2
XP450
Languagesunderstands Common but cannot speak
Defenses
Armor Class12
HP Range40 - 50 (Avg: 45)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Ash Cloud

The Ash Walker releases a cloud of ash in a 15-foot radius. Creatures within the area must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn.

Ashen Touch

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.

Cloud of Ash

The Ash Walker releases a cloud of ash in a 15-foot radius centered on itself. The area is heavily obscured for 1 minute. Creatures in the area must succeed on a DC 14 Constitution saving throw or be blinded until the end of their next turn.

Overwhelm

The Ash Walker can attempt to grapple a target. If successful, it can pull the target into a swarm of Ash Walkers, dealing 1d6 necrotic damage at the start of each of its turns until the target escapes.

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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