Thalassara world illustration - Pirates and Fantasy theme
Pirates and Fantasy

Thalassara

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maxtyl

Pirate D&D — Become a Legend in this Dangerous World. Sail a vast and perilous world where pirate crews, ancient races, and forgotten gods clash across treacherous seas and exotic islands. From cursed shipwrecks to mythical artifacts, every voyage is a chance to carve your legend—or meet a watery grave. Alliances shift like the tides, and only the boldest will rise above the storm.


Author's Note: Explore a world dominated by vast oceans and treacherous seas. Islands dot the landscape, hiding forgotten treasures, ancient ruins, and cursed artifacts. Mystical sea monsters and ghost ships roam the deep, while rival factions clash over hidden riches and power. Adventurers must navigate this perilous world, facing storms, monsters, and rival crews. Will you rise to fame as a feared pirate captain, uncover ancient secrets, or be swallowed by the relentless tides? The ocean holds no mercy, only opportunity.
Played24 times
Cloned1 times
Created
547 days ago
Last Updated
1 days ago
VisibilityPublic
Horned Devil
CR 11Large Fiend
Horned Devil
HP Range102 - 255 (Avg: 179)
AC18
XP7200
Details
SizeLarge
TypeFiend
CR11
XP7200
LanguagesInfernal, telepathy 120 ft.
Defenses
Armor Class18
HP Range102 - 255 (Avg: 179)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities,
Condition Immunities
Actions

Fork

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Hurl Flame

Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Multiattack

The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Tail

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

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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