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 Range8 - 28 (Avg: 18)
AC11
XP25
Details
Size | Small |
Type | Fiend |
CR | 0.25 |
XP | 25 |
Languages | Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) |
Defenses
Armor Class | 11 |
HP Range | 8 - 28 (Avg: 18) |
Damage Vulnerabilities | None |
Damage Resistances | , , |
Damage Immunities | |
Condition Immunities |
Actions
Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fetid Cloud
A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Multiattack
The dretch makes two attacks: one with its bite and one with its claws.