Solaris is a land of splendor built on silence. No one recalls what came before — and no one questions it. The sun shines, the mines thrive, yet unease clings to the air like smoke. Wanderers feel it. Dreamers see it. Then they vanish. Step carefully. The ground remembers what minds forget. A golden kingdom forged in blood and shadow. Follow the light—or embrace the truth in darkness. In Solaris, forgetting is survival. Remembering… that’s when the real danger begins.
Played | 285 times |
Cloned | 55 times |
Created | 174 days ago |
Last Updated | 3 days ago |
Visibility | Public |
Description
A giant earthbound elemental, the Dao embodies the very essence of the earth, with a body of jagged stone and glowing veins of molten rock. It is a creature of greed and suspicion, ready to command the earth to ensnare any intruders.
Size | Huge |
Type | Elemental |
CR | 9 |
XP | 5000 |
Languages | None |
Armor Class | 17 |
HP Range | 150 - 150 (Avg: 150) |
Damage Vulnerabilities | None |
Damage Resistances | Bludgeoning, Piercing, Slashing |
Damage Immunities | Poison, Psychic |
Condition Immunities | Prone, Restrained |
Earthquake
The Dao can cause a localized earthquake in a 30-foot radius around it. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone.
Stone Grasp
The Dao can attempt to grapple a creature within 10 feet of it. If it succeeds, the target is restrained and takes 14 (4d6) bludgeoning damage at the start of each of its turns.
Summon Earth Elementals
The Dao can summon 1d4 smaller earth elementals to aid it in battle. These elementals appear in unoccupied spaces within 30 feet of the Dao.