Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

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.
Played363 times
Cloned68 times
Created
220 days ago
Last Updated
Yesterday
VisibilityPublic
Horned Devil
CR 11Large Fiend
Horned Devil
HP Range102 - 255 (Avg: 179)
AC18
XP7200
Details
SizeLarge
TypeFiend
CR11
XP7200
LanguagesInfernal, telepathy 120 ft.
Defenses
Armor Class18
HP Range102 - 255 (Avg: 179)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities,
Condition Immunities
Actions

Fork

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Hurl Flame

Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Multiattack

The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Tail

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

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