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 Range21 - 21 (Avg: 21)
AC13
XP50
Description
The Ice Mephit is a mischievous elemental creature born from the frigid realms of elemental ice. It delights in causing chaos and spreading cold wherever it goes, often using its powers to freeze its enemies in place.
Details
Size | Small |
Type | Elemental |
CR | 0.25 |
XP | 50 |
Languages | Auran, Common |
Defenses
Armor Class | 13 |
HP Range | 21 - 21 (Avg: 21) |
Damage Vulnerabilities | Fire |
Damage Resistances | Cold, Bludgeoning |
Damage Immunities | Poison, Psychic |
Condition Immunities | Blinded, Deafened |
Actions
Frost Breath
The Ice Mephit exhales a chilling breath in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 2d6 cold damage on a failed save, or half as much damage on a successful one.
Ice Shard
The Ice Mephit hurls a shard of ice at a target within 60 feet. The target must make a DC 12 Dexterity saving throw, taking 1d8 cold damage on a failed save, or half as much on a successful one.