Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

Solaris shines with greatness, but the greed of a tyrannical king is dimming its light.


Author's Note: Welcome to the realm of Solaris, a land of grandeur and decay. The golden kingdom, ruled by a tyrant king, hides its darkness behind a veil of splendor. Your journey begins not with freedom, but in the depths of despair. Captured, betrayed, or wronged, you’ve spent weeks rotting in the dungeon of Dreadspire Keep. Shackled, bruised, and surrounded by others sharing your plight, you have endured misery and hopelessness. None of you chose this fate! Cast away for defying the king, for being a threat, or perhaps for no reason at all. But here, in the shadows of this prison, you still hold one power: the choice to accept your fate or resist it. **SUGGESTION FOR FIRST MESSAGE TO FRANZ** The shadows of Dreadspire Keep suffocate us, as if the walls themselves conspire to break what little remains of our spirits. For two weeks now, we’ve lingered here—forgotten, discarded. Chained and bruised, our fate is shrouded in uncertainty. Will we be thrown into the Crimson Colosseum to entertain the nobles and die? Marched to a public execution as a spectacle? Or worse... enslaved, condemned to lives of endless suffering? None of us are here by choice—what brought us to this place hardly matters anymore. We've shared enough words to know each other's names, and that's all we need. Names and stories won’t save us; they won’t stop the rot seeping into these stones or the despair creeping into our souls. We are not comrades, not yet—but we share this misery, and that might just make us something more than strangers. (I stand, my voice breaking the silence.) "Whatever they plan for us... they’ll regret not finishing the job when they had the chance." The images used for the areas, points of interest, characters, monsters and maps are a mix of my own AI creations and those from some sources, so my thanks to: -tomcartos.com - Openart community -Nightcafe community
Played49 times
Cloned9 times
Created
50 days ago
Last Updated
1 days ago
VisibilityPublic
Ice Devil
Ice Devil
Large Fiend - CR 14
very ugly
Details
SizeLarge
TypeFiend
CR14
XP11500
LanguagesInfernal, telepathy 120 ft.
Defenses
Armor Class18
HP Range95 - 266 (Avg: 181)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Stats

strength

21

dexterity

14

constitution

18

intelligence

18

wisdom

15

charisma

18

Appearance

so ugly

Actions

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Multiattack

The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Tail

Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice

The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service