The Everglade world illustration - Fantasy theme
Fantasy

The Everglade

K
Killerbee

Magic, adventure, romance, swords, Citys! There are hundreds of places to explor!


Author's Note: Welcome to The EverGlade, an ever expanding world full of life and adventure! The world is isåired by medival europ, ancient greece, The japanese Edo period, and ancient india. Dartonia, the main continent of this would house 13 major countries each with their own capitals, natural wonders, factions, and mysteries. Explore the capital cities of: Serial-Sin: und Se: Chaunlon: Darkhir: Binarg: Ryalyuet: Amer: Lyari: Beleriar: Below: Hlinenil: Herius: Tesht: Each has their own unique cultural scene, people to meet, and a beautiful town to explore, start a life or wreak havoc. Adventures can choose to travel the continent and explore the structures and ruins scattered around the continent, discovering hidden backstories and mysterious disappearances, fight for honor in colossians, live the life of a noble, become a student at the academy, be reincarnated, or live in the open fields and experience a slow peaceful life!! I would like Shinrai for inspiration and world building aspects, check her campaign out for an ethereal experience of Yamato :) If you experience any issues or additives to the world, please inform me so that we can make the world an even more exciting experience for all!
Played6 times
Cloned3 times
Created
17 days ago
Last Updated
4 days ago
VisibilityPublic
Imp
CR 1Tiny Fiend
Imp
HP Range6 - 15 (Avg: 11)
AC13
XP200
Details
SizeTiny
TypeFiend
CR1
XP200
LanguagesInfernal, Common
Defenses
Armor Class13
HP Range6 - 15 (Avg: 11)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities,
Condition Immunities
Actions

Invisibility

The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Sting (Bite in Beast Form)

Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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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