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
Demon King
CR 25Huge Fiend
Demon King
HP Range450 - 550 (Avg: 500)
AC22
XP100000

Description

The Demon King is a formidable entity of darkness, ruling over legions of lesser demons and spreading chaos wherever he goes. His presence alone instills fear, and his mastery over shadows makes him a terrifying foe in battle.

Details
SizeHuge
TypeFiend
CR25
XP100000
LanguagesInfernal, Common
Defenses
Armor Class22
HP Range450 - 550 (Avg: 500)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Dark Flame Blast

The Demon King unleashes a wave of black flames in a 60-foot cone, dealing 10d10 fire damage on a failed DC 22 Dexterity saving throw, or half as much damage on a successful one.

Demon's Roar

The Demon King emits a deafening roar that forces all creatures within 120 feet to make a DC 22 Wisdom saving throw. On a failed save, they are frightened for 1 minute and have disadvantage on spellcasting for the duration.

Shadow Manipulation

The Demon King can manipulate shadows to create tendrils that lash out at enemies, dealing 4d10 necrotic damage and pulling them 10 feet closer.

Summon Legions

Once per battle, the Demon King can summon 3d6 lesser demons or undead to fight alongside him, appearing in unoccupied spaces within 60 feet.

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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