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 Range80 - 90 (Avg: 85)
AC14
XP2300
Description
A coordinated group of 3-4 griffons flying in a hunting formation, executing synchronized dive attacks to overwhelm their prey. They use tactical teamwork to focus on a single target, risking a quick kill.
Details
Size | Large |
Type | Monstrosity |
CR | 6 |
XP | 2300 |
Languages | -- |
Defenses
Armor Class | 14 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Grapple and Fly
One griffon can use its action to grapple a target it hit with a dive attack and attempt to fly with it. The target must succeed on a DC 15 Strength saving throw or be carried up to 30 feet and dropped prone.
Synchronized Dive Attack
Two griffons make dive attacks with advantage, each dealing 2d6+4 slashing damage. If both hit the same target, the target must succeed on a DC 15 Strength saving throw or be knocked prone.