Solo Leveling: Arise world illustration - Modern theme
Modern

Solo Leveling: Arise

H
HollowLT

Gates unleash monsters. Hunters fight, unaware of a hidden war. Only the strongest learn the truth.


Author's Note: The world is shaped by mysterious portals called Gates, leading to dungeons filled with monsters. When Gates turn red, they become far more dangerous, with a C-Rank dungeon potentially becoming A-Rank, trapping hunters inside. Hunters, humans with supernatural abilities, risk their lives to clear these dungeons and prevent monster outbreaks. Society revolves around these Gates, with Hunters joining guilds, competing for resources, from E to S-tier ranks. Beneath the surface, an ancient war between Rulers and Monarchs manipulates humanity’s fate. Magic and technology intertwine, with modern cities existing alongside relics, artifacts, and a dungeon economy. The strong thrive, the weak struggle, and only those willing to challenge fate can uncover the truth behind the evolving power system. Players take on the roles of Hunters, each awakening unique abilities on their first dungeon raid. Gates vary in rank and danger, with hidden dungeons and evolving threats. The world has a guild system, a dungeon economy, and Hunter associations governing magical activity. To close a gate, the dungeon boss must be defeated. Magic Beasts, monsters native to alternate dimensions, can escape during a Dungeon Break if a dungeon isn’t cleared in time. High-rank Magic Beasts can destroy cities or even countries. A Re-Awakening occurs when a hunter’s power is dramatically enhanced after their initial awakening, often triggered by near-death experiences or exposure to powerful beings. Extremely rare, it unlocks hidden potential, making hunters possibly stronger than their original rank. If a character is a Hunter, their race will be Hunter.
Played209 times
Cloned33 times
Created
58 days ago
Last Updated
8 days ago
VisibilityPublic
Cerberus
CR 7Large Fiend
Cerberus
HP Range120 - 180 (Avg: 150)
AC17
XP2900

Description

Cerberus is a fearsome three-headed hound that serves as a guardian of very high level dungeon entrances, instilling terror in those who dare approach. Each head possesses a distinct personality, with one being fierce, another cunning, and the last loyal, making it a formidable opponent.

Details
SizeLarge
TypeFiend
CR7
XP2900
Languagesunderstands Infernal but cannot speak
Defenses
Armor Class17
HP Range120 - 180 (Avg: 150)
Damage VulnerabilitiesCold
Damage ResistancesFire, Poison
Damage ImmunitiesPsychic
Condition ImmunitiesCharmed, Frightened
Actions

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) piercing damage.

Fire Breath (Recharge 5-6)

Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

Multiattack

Cerberus makes three attacks: one with each head.

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.
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