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
Nalfeshnee
CR 13Large Fiend
Nalfeshnee
HP Range112 - 256 (Avg: 184)
AC18
XP10000
Details
SizeLarge
TypeFiend
CR13
XP10000
LanguagesAbyssal, telepathy 120 ft.
Defenses
Armor Class18
HP Range112 - 256 (Avg: 184)
Damage VulnerabilitiesNone
Damage Resistances, , ,
Damage Immunities
Condition Immunities
Actions

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

Claw

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Horror Nimbus

The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

Multiattack

The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Teleport

The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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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