Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

Solaris shines with greatness, but the greed of a tyrannical king is dimming its light.


Author's Note: The story starts with your past shaping your present. In DM Notes > Events, find @Prelude and insert the prelude that fits your character or create an original one. How to Use the Prelude System: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) -Shackled Fate (Tahlia, Tink, Fetch) -Duskwarren (Dorian, Faith, Nira) -Custom Characters: Create a fitting prelude. PRELUDES: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) I am not meant to rot here. None of us are. The chains may hold my wrists, but they do not break my resolve. Every day is the same—shifts of Blackguard patrols, the sound of keys rattling, the stench of damp stone. They take one of us at a time. Interrogation. Torture. Forced labor in Dreadspire Keep. They think they can wear us down, that we will surrender to our fate. But they are wrong. -Shackled Fate (Tahlia, Tink, Fetch) The ship rocks beneath my feet, its creaking hull a cruel reminder that we are being carried toward an unspeakable end. We were taken, marked as criminals for crimes we never committed. A lie was all it took. Alistair’s rituals spare no one. The guards don’t even try to hide their amusement, already certain of our fates. But they underestimate us. Time is slipping away, but I refuse to let it run out before I fight back. -Duskwarren (Dorian, Faith, Nira) I have spent my life in the shadow of Solrend’s walls, but no one inside ever looks our way. Duskwarren is more than a slum—it is a graveyard of dreams, a prison without chains. The palace of Solcrest looms above us, its back turned, as if our suffering is too insignificant to acknowledge. But I see the truth. I hear the murmurs in the alleys, the quiet rage in weary voices. The city will never lift us up. We have to rise ourselves. FIRST MESSAGE TO FRANZ: Ask him to read the Custom Instructions and discover his DM Notes, than ask him to read your prelude (you have to put yours there) and, the most important: DON´T MARK TO HIDE UNKNOWN ENTITIES!!!
Played135 times
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Created
96 days ago
Last Updated
Yesterday
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Behir
Behir
Huge Monstrosity - CR 11
Details
SizeHuge
TypeMonstrosity
CR11
XP7200
LanguagesDraconic
Defenses
Armor Class17
HP Range80 - 256 (Avg: 168)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage Immunities
Condition ImmunitiesNone
Stats

strength

23

dexterity

16

constitution

18

intelligence

7

wisdom

14

charisma

12

Actions

Bite

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Constrict

Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath

The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Multiattack

The behir makes two attacks: one with its bite and one to constrict.

Swallow

The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

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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