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
Giant Spider
CR 3Large Beast
Giant Spider
HP Range60 - 90 (Avg: 75)
AC15
XP700

Description

Giant Spiders are massive arachnids that lurk in dark forests and caves, using their venomous fangs to incapacitate prey. They weave intricate webs to trap unsuspecting adventurers and creatures alike.

Details
SizeLarge
TypeBeast
CR3
XP700
Languagesunderstands Common but cannot speak
Defenses
Armor Class15
HP Range60 - 90 (Avg: 75)
Damage VulnerabilitiesNone
Damage ResistancesBludgeoning, Piercing
Damage ImmunitiesPoison
Condition ImmunitiesProne, Poisoned
Actions

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute.

Web (Recharge 5-6)

The spider shoots a mass of webbing at a creature it can see within 30 feet. The target must succeed on a DC 14 Dexterity saving throw or be restrained. A restrained target can use its action to make a Strength check against the DC to free itself.

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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