Solaris

by CanceRevolution

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Solaris

In the vast tapestry of the cosmos, few sights are as awe-inspiring as the Solaris, the colossal celestial trees that act as sentinels between the earth and the heavens. These majestic beings, with their gargantuan trunks and foliage that seems to shimmer with stardust, appear to have their roots deep within the fabric of the terrestrial plane, while their towering canopies brush the very essence of the cosmos. They are not merely trees, but ancient bridges, connecting the material with the ethereal, allowing those with the right knowledge or magic to traverse realms beyond comprehension.

Solaris are believed to be as old as time itself, their existence predating many of the ancient civilizations that once looked upon them with reverence and wonder. Whispers among sages suggest that these trees hold the memories of the universe, with each leaf representing a tale from a distant star or a forgotten age. They are seen as guardians, protecting the balance between the worlds, and acting as anchors to prevent the drifting of the celestial spheres. Sacred groves of Solaris are often sought after by druids and clerics, who believe that meditating under their shade can grant visions of other worlds and times.

Tier 5



Solaris

Gigantic, Celestial/ Plant

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 3 AP 5
HP 615 Posture 315
  • Damage Immunities: Bleed, Brain
  • Damage Weakness: Fire
  • Passive Insight/ Perception 25
  • Senses Blind Senses, True Vision
  • Language Celestial, Druidic, Sylvan

Movement

Base 0 Climb/ Swim 0 Dash 0

Stats + Skills

STR +15 DEX -5 INT -3 WIS +15 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Photo Save: When you fail on a Save, you can succeed on it instead if you are exposed to sunlight.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Curse Immunity You are immune against being cursed
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.
  • Entangle Grounds: All the area within 300 feet within you becomes harsh terrain for creatures of choice.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 2d12 light damage.
  • Plant Regeneration You regain 10 HP at the start of your turn while alive. If you take any fire damage, you lose this ability for 1 turn.
  • Photosynthesis: When you take light damage, you regain HP instead of taking that damage.
  • Tough Posture: You don’t trigger Attacks of Opportunity when your Posture is reduced to 0.

Actions (3)

  • Root Vines Hit +15, Dmg 4d12 strike
  • Containment: On a hit, an Enormous or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
  • You can grapple as many creatures as you want.
  • Long Reach: The reach of this Attack is 300 feet.
  • Light Beam Choose 1 point within 300 feet of you. All creatures (except yourself) within 60 feet within that point must make an Endurance Save (DC 23). On a fail, it takes 6d12 light damage and become Completely Blinded for 2 turns. On a success, the creature only takes half that damage.
  • Triumph: This Action has a limit of once per round.

Tier 6



Great Solaris

Colossal, Celestial/ Plant

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 3 AP 5
HP 1.020 Posture 520
  • Damage Immunities: Bleed, Brain
  • Damage Weakness: Fire
  • Passive Insight/ Perception 30
  • Senses Blind Senses, True Vision
  • Language Celestial, Druidic, Sylvan

Movement

Base 0 Climb/ Swim 0 Dash 0

Stats + Skills

STR +20 DEX -5 INT -3 WIS +20 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Photo Save: When you fail on a Save, you can succeed on it instead if you are exposed to sunlight.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Curse Immunity You are immune against being cursed
  • Entangle Grounds: All the area within 1.000 feet within you becomes harsh terrain for creatures of choice.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 2d12 light damage.
  • Plant Regeneration You regain 10 HP at the start of your turn while alive. If you take any fire damage, you lose this ability for 1 turn.
  • Photosynthesis: When you take light damage, you regain HP instead of taking that damage.
  • Tough Posture: You don’t trigger Attacks of Opportunity when your Posture is reduced to 0.

Actions (3)

  • Root Vines Hit +20, Dmg 4d12 strike
  • Containment: On a hit, an Enormous or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
  • You can grapple as many creatures as you want.
  • Long Reach: The reach of this Attack is 1.000 feet.
  • Light Beam Choose 1 point within 1.000 feet of you. All creatures (except yourself) within 300 feet within that point must make an Endurance Save (DC 28). On a fail, it takes 10d12 light damage and become Completely Blinded for 2 turns. On a success, the creature only takes half that damage.
  • Triumph: This Action has a limit of once per round.