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.
Played | 271 times |
Cloned | 50 times |
Created | 158 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Size | Medium |
Type | Undead |
CR | 3 |
XP | 700 |
Languages | the languages it knew in life |
Armor Class | 14 |
HP Range | 24 - 66 (Avg: 45) |
Damage Vulnerabilities | None |
Damage Resistances | , |
Damage Immunities | |
Condition Immunities | , |
Life Drain
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longbow
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Longsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Multiattack
The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.