Solel Species in Zentral Bratif | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Solel

Solel CR: 14

Large aberration, chaotic evil
Armor Class: 10
Hit Points: 210 (20d10+100)
Speed: 10 ft , fly: 0 ft , burrow: 0 ft , swim: 30 ft , climb: 5 ft , can hover

STR

15 +2

DEX

10 +0

CON

20 +5

INT

21 +5

WIS

24 +7

CHA

19 +4

Saving Throws: intelligence +10, Whisdom +12, Charisma +9
Skills: Arcana +10, Deception +12, Insight +14, Intimidation +9
Senses: blindsight 10 ft, passive Perseption 24 (only vioces).
Languages: telepathy
Challenge Rating: 14

Legendary Resistance (3/Day). If the Solel fails a saving throw, it can choose to succeed instead.   Magic Resistance. The Solel has advantage on saving throws against spells and other magical effects.  

Actions

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The Solel can have up to two targets grappled at a time.   Mind Blast Recharge (5-6). The Solel magically emits psychic energy. Creatures of the Solel's choice it can see or hear within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Psychic Link. The Solel targets one creature it can perceive within 120 ft of it and establishes a psychic link with that creature. Until the psychic link ends, the Solel can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Solel can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the Solel are more than 1 mile apart, with no consequences to the target.   Devour Knowledge Recharge (3-4). The Solel magically devours the knowledge of a creature grappled by it. The target  must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) it's intelligence and whisdom Score decrease by 1d4 and it forgets a certain detail, it learned at some point of the DM's choice.

Legendary Actions

Unarmed Strike. The Solel makes an unarmed stricke attack.   Break Concentration. The Solel targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.   Psychic Pulse. The Solel targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Solel within 10 feet of that creature take 10 (3d6) psychic damage.   Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.  

Lair Actions

When fighting inside its lair, a Solel can use lair actions. On initiative count 20 (losing initiative ties), a Solel can take one lair action to cause one of the following effects; the Solel can't use the same lair action two rounds in a row:

  • The Solel casts wall of force.
  • The Solel targets one creature it can sense within 120 feet of it. The target has a flash of overwelming, existencial panic inducing knowlege, and must make on a DC 18 Intelligence saving, haing disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn on a failed save.
  • The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Solels sind einzelgägnerische Wesen, ihre Horde sind zurückgezogene Orte, an denen sie von Wissen umgeben sind, sollte ein Solel diener haben, halten sich diese nicht im Hord selbst auf, sonder bereten ihn nur, um neues Wissen zu liefern.

Regional Effects

The territory within 1 mile of a Solel is altered by the creature's psionic presence, which creates one or more of the following effects:

  • Creatures within 1 mile of a Solel feel as if they are being followed, even when they are not.
  • The Solel can overhear any telepathic conversation happening within 1 mile of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation.
  • Any creature with which the solel has formed a psychic link hears faint, bits of knowledge and flashes of inspirationsand in the deepest recesses of its mind. This psychic detritus consists of the Solel's stray knowledge.

Solel leben von Wissen. Sie jagen humanuide und entziehen ihnen mit einer Berührung ihr Wissen über die Dinge die Sie gelernt haben, überleben in Notfällen aber auch lange, wenn sie das Wissen von Büchern verdauen. Die wulstigen ca 4m hohen Wesen erinnern an Trolle, haben aber keine Augen, sondern statt einem Gesicht ein riesiges Zahnloses Maul.   Das fremdartigest an diesen Wesen ist jedoch, dass sie nahezu absolut blind und taub sind. Die einzigen Geräusche die sie wahrnehmen sind Stimmen -diese dafür umso besser.   Theorien besagen, dass Solel wahnisinnige Elder Brains sind, die durch Vecnas zutun ihre Nahrung geändert haben und eine andere Form annahmen.

Suggested Environments

Die Kreaturen suchen Orte des Wissens als Jagdgründe auf, in denen sich ihre Beute gut jagen und orten lässt. Alles von den engen Gängen einer Universität oder einem Magierturm bis zu großen privaten Bibliotheken oder Vecna Kulten kann einen Solel anlocken.

Basic Information

Anatomie

Ein Solel hat 4 Extremitäten: 2 Wulstige Beine und 2 Lange muskulöse Arme mit 4-fingrigen Pranken. Sein Kopf ist oval und glatt, an stelle eines Gesichtes hat ein Solel eine geriffelte, Trompetenförmige Röhre, die
Wissenschaftlicher Name
Aberration, Illithid
Herkunft/Abstammung
Elder brain, Illithid
Geographic Distribution
Related Organizations
Discovered by

Remove these ads. Join the Worldbuilders Guild

Kommentare

Please Login in order to comment!