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.
Played213 times
Cloned33 times
Created
58 days ago
Last Updated
8 days ago
VisibilityPublic
Ant King
CR 15Large Monstrosity
Ant King
HP Range250 - 300 (Avg: 275)
AC18
XP13000

Description

The Ant King is a towering humanoid ant, the apex predator of Jeju Island, known for its terrifying power, unmatched speed, and strategic intelligence. As the ruler of the Ant Colony, it possesses the ability to adapt mid-battle and communicate with its foes, making it a formidable opponent for even the strongest Hunters.

Details
SizeLarge
TypeMonstrosity
CR15
XP13000
LanguagesCommon, Ant Language
Defenses
Armor Class18
HP Range250 - 300 (Avg: 275)
Damage VulnerabilitiesFire
Damage ResistancesSlashing, Piercing
Damage ImmunitiesPoison
Condition ImmunitiesFrightened, Paralyzed
Actions

Blinding Speed

The Ant King can dash as a bonus action, allowing it to close distances rapidly.

Claw Slash

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 6) slashing damage.

Mandible Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 6) piercing damage.

Multiattack

The Ant King makes three attacks: one with its mandibles and two with its claws.

Regeneration

The Ant King regains 20 hit points at the start of its turn if it has at least 1 hit point.

Tactical Adaptation

The Ant King can learn from its enemies, gaining advantage on attack rolls against a creature it has been damaged by in the last round.

Taunt

The Ant King can speak to its enemies, imposing disadvantage on their next attack roll.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service