Fantasy
Ruins, enchanted forests, and hidden secrets galore, all encompassed by a looming Infernal threat!
Author's Note: **TO AVOID SPOILERS, DON'T LOOK AT ANY SETTINGS OR INSPECT ANY CHARACTERS. IT'S BEST TO GO IN BLIND.**
This custom game has tons of races to choose from, as well as a multitude of NPC's and monsters to interact with. Get lost in the story of an internal struggle between infernal forces that are brewing deep within the land, or forge your own adventure, independent of what goes on entirely!
I personally recommend using Friends and Fables turn based combat feature, and due to the mass amounts of NPC's, locking game-changing/story-altering memories if you have the capability to do so. Some races have racial abilities that might come in handy, so make sure to ask Franz about it at the beginning of your game, and lock it into his memory as well!
Played | 33 times |
Cloned | 0 times |
Created | 59 days ago |
Last Updated | 31 days ago |
Visibility | Public |

HP Range80 - 90 (Avg: 85)
AC15
XP1600
Description
A swirling mass of water, the Water Elemental embodies the essence of the ocean's depths. It can take on various forms, from a gentle wave to a raging torrent, reflecting its mood and intent.
Details
Size | Large |
Type | Elemental |
CR | 5 |
XP | 1600 |
Languages | Aquan, Common |
Defenses
Armor Class | 15 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Bludgeoning, Piercing, Slashing |
Damage Immunities | Poison, Psychic |
Condition Immunities | Grappled, Paralyzed, Petrified, Prone, Restrained |
Actions
Drench
The Water Elemental can create a 20-foot radius of water around itself, extinguishing non-magical flames and creating difficult terrain for creatures that are not swimming.
Tidal Wave (Recharge 5-6)
The Water Elemental summons a massive wave that crashes down in a 30-foot line, forcing creatures in that area to make a Dexterity saving throw or take 4d10 bludgeoning damage and be knocked prone.
Water Whip
The Water Elemental lashes out with a tendril of water, making a melee attack against a target within 30 feet, dealing 2d8 bludgeoning damage and pulling the target 10 feet closer.