Fantasy
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.
Author's Note: HEY PLAYER! Have you tried out my new one-shots?
👑 Crown Enemies
🕊️ Jailbird
🌩️ Riders on the Storm
Recommended Starting Locations:
🌙 Duskwarren – Dorian and Faith
⛓️ Rotting Prison Cell – Zayn, Marek, Tor, Kaela, Rhazir and Skara
🚢 Black Thorn – Tink, Fetch and Tahlia
🪦 Silent Rest – Xander (evil playthrough)
🌊 Stormcall Landing – Grumli and Lup.
NEW REGION
🌀 Stormcall Archipelago - recommended level: 10+ (area – new region) - Accessible by speaking with NPC Captain Rhogar “Stormlaugh” Vex at the Pier of the Mad Tempest POI in Sunset Coast.
Played | 363 times |
Cloned | 68 times |
Created | 220 days ago |
Last Updated | Yesterday |
Visibility | Public |
HP Range10 - 20 (Avg: 15)
AC18
XP13000
Description
The Nabassu is a malevolent demon that thrives on the despair and suffering of mortals. It is known for its ability to consume souls, leaving behind only shadows of its victims.
Details
Size | Medium |
Type | Fiend |
CR | 15 |
XP | 13000 |
Languages | Abyssal, telepathy 120 ft. |
Defenses
Armor Class | 18 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bite
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) slashing damage.
Multiattack
The Nabassu makes three attacks: one with its bite and two with its claws.
Soul-Stealing Gaze
The Nabassu targets one creature it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or take 45 (10d8) necrotic damage and be frightened until the end of its next turn.