Virethar world illustration - Fantasy theme
Fantasy

Virethar

F
FAFTrevor

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!
Played33 times
Cloned0 times
Created
60 days ago
Last Updated
32 days ago
VisibilityPublic
Air Elemental
CR 5Large Elemental
Air Elemental
HP Range75 - 95 (Avg: 85)
AC15
XP1600

Description

The Air Elemental is a swirling mass of wind and energy, embodying the chaotic nature of air. It can manipulate the atmosphere around it, creating powerful gusts and storms that can disorient and damage foes.

Details
SizeLarge
TypeElemental
CR5
XP1600
LanguagesAuran, Common
Defenses
Armor Class15
HP Range75 - 95 (Avg: 85)
Damage VulnerabilitiesLightning
Damage ResistancesBludgeoning, Piercing, Slashing
Damage ImmunitiesPoison, Psychic
Condition ImmunitiesGrappled, Prone, Restrained
Actions

Gust

The Air Elemental can create a powerful gust of wind that pushes creatures back 15 feet and knocks them prone if they fail a Strength saving throw.

Lightning Strike

The Air Elemental can unleash a bolt of lightning at a target within 120 feet, dealing 3d10 lightning damage on a hit.

Whirlwind

The Air Elemental can create a whirlwind in a 20-foot radius centered on itself, causing all creatures in the area to make a Dexterity saving throw or take 4d6 slashing damage and be pushed 10 feet away.

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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