
Solomorus, the Devourer of Light
Huge Undead (Celestial), Chaotic Evil
Armor Class: 18 (Natural Armor)
Hit Points: 300 (24d12 + 144)
Speed: 50 ft., teleport 60 ft. (Shadow Teleportation)
Challenge Rating: 15 (13,000 XP)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 | 20 | 26 | 18 | 16 | 22 |
Saving Throws: Strength +12, Constitution +12, Intelligence +10, Charisma +11
Skills: Stealth +12, Deception +11, Insight +9, Perception +9, Intimidation +11
Damage Vulnerabilities: Radiant damage
Damage Resistances: Necrotic damage; bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Deafened, Frightened, Poisoned
Senses: Darkvision 120 ft., Truesight 60 ft., Passive Perception 19, Awareness of creatures in shadow within 100 ft.
Languages: understands Celestial, Abyssal, and Common, but cannot speak
Spellcasting
Spellcasting. Solomorus is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Solomorus has the following spells prepared:
Cantrips (at will): *Eldritch Blast*, *Minor Illusion*, *Thaumaturgy*
1st level (4 slots): *Hex*, *Shield of Faith*
2nd level (3 slots): *Darkness*, *Shadow Blade*
3rd level (3 slots): *Fear*, *Vampiric Touch*
4th level (3 slots): *Greater Invisibility*, *Phantasmal Killer*
5th level (2 slots): *Cloudkill*, *Destructive Wave*
Solomorus can cast *Darkness* in conjunction with its Light Drain ability to enhance its battlefield control, creating an environment where players struggle to see their opponents. It may choose to *Hex* its main target at the start of combat to hinder their effectiveness. The *Shadow Blade* spell can be utilized to deal substantial damage in the shadows the Devourer creates. Notably, before engaging in combat, Solomorus often casts *Greater Invisibility* to gain an initial advantage over players, allowing it to reposition or attack without being targeted in the opening rounds.
Actions & Abilities
Necrotic Touch: *Melee Spell Attack:* +14 to hit, reach 10 ft., one creature. **Hit:** 4d8 + 6 necrotic damage. The target must succeed on a DC 20 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken until it finishes a long rest.
Shadow Slash: *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. **Hit:** 3d10 + 5 slashing damage plus 2d6 necrotic damage. On a hit, the target must make a DC 18 Strength saving throw or be pushed 10 feet away from Solomorus and become frightened until the end of its next turn.
Ray of Despair: *Ranged Spell Attack:* +12 to hit, range 60 ft., one target. **Hit:** 6d10 psychic damage, and the target must make a DC 20 Charisma saving throw. On a failed save, the target is frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Light Drain (Recharge 5-6): As an action, Solomorus targets an area of bright light within 120 feet and drains it entirely, creating a 30-foot radius of magical darkness centered on that point. Creatures within this area must make a DC 20 Constitution saving throw. **On a failed save**, they suffer 4d10 necrotic damage and gain one level of exhaustion. **On a successful save**, they take half as much damage and do not gain exhaustion. This darkness lasts for 1 minute.
Shadow Lunge (Recharge 3-6): Solomorus can teleport to any unoccupied space within 60 feet that is in dim light or darkness. After teleporting, it makes one Necrotic Touch attack against a creature within reach.
Eclipse of Solomorus (1 Day): As a bonus action, Solomorus releases an overwhelming wave of darkness in a 100-foot radius sphere centered on itself. The area becomes heavily obscured for 2 rounds. Creatures in this area must make a DC 22 Intelligence saving throw or become confused, treating allies as enemies (as per the *confusion* spell) and unable to distinguish friend from foe. Creatures that succeed the save experience disorientation but are not considered confused.
Shadow Weave: Solomorus creates a field of shadows at a point it can see within 120 feet. Each creature of its choice within 30 feet of that point must succeed on a DC 20 Dexterity saving throw or take 3d10 necrotic damage and become blinded until the end of its next turn.
Evasive Etherealness: Solomorus shifts briefly into the Ethereal Plane until the start of its next turn, becoming invisible. It can move up to half its speed while in this state and does not provoke opportunity attacks.
Minions of Darkness (Costs 2 Actions): Solomorus summons 1d4 Shadow Hounds or Wraiths (per its choice), which appear in unoccupied spaces within 30 feet of it. These creatures act on their own initiative count and obey Solomorus’s commands.
Shrouded Ground: The area within Solomorus’s lair becomes treacherous ground. Each creature within 30 feet must make a DC 19 Dexterity saving throw or take 4d10 necrotic damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
Veil of Shadows: Solomorus envelops the battlefield in a veil of darkness. For the next round, all creatures within the lair are considered to be in dim light, and any attacks made against them have disadvantage while their own attacks have advantage.
Echoes of Despair: Shadows ripple and whisper through the lair. Each creature within Solomorus’s choice of area must succeed on a DC 20 Wisdom saving throw or become frightened until the end of its next turn.
Shroud of Shadows: Whenever Solomorus is hit by an attack, it can use its reaction to impose disadvantage on the attack roll as shadows coalesce around it.
Legendary Resistance (3 Day): If Solomorus fails a saving throw, it can choose to succeed instead.
Appearance
Emerging from the shadows, Solomorus stands at an imposing 14 feet tall, its lanky, specter-like form casting an eerie silhouette against a stark white backdrop. The creature’s elongated body undulates with an unsettling grace, giving the impression of a being that is both fluid and elusive. It leans slightly forward in a predatory posture, ready to spring into action at any moment, encapsulating an essence of both elegance and menace.
Draped in an inky blackness, Solomorus embodies the depths of a starless night, its surface a canvas of swirling shades of deep indigo and violet. These colors ebb and flow like shadows, producing a mesmerizing yet ominous effect that draws the eye. The contrast against the white background heightens its spectral quality, making its movements appear even more ghostly.
The creature’s skin, smooth and polished like obsidian, reflects faint glimmers of light, enhancing its otherworldly allure. Ethereal wisps of energy drift from its form, creating a misty aura that flickers and dances, suggesting an essence that is alive and constantly shifting, merging with the very shadows that envelop it.
At the heart of its visage lies a haunting void—the absence of a traditional face replaced by a gaping maw filled with jagged rows of sharp, crystalline teeth reminiscent of shattered glass. Instead of eyes, countless pinpricks of light glimmer menacingly across its countenance, resembling distant stars that flare up when angered, casting eerie shadows that ripple ominously around it.
Solomorus boasts elongated arms that taper into skeletal fingers, each ending in claw-like talons that seem to meld into wisps of shadow. This striking feature enhances its spectral appearance, adding an unsettling elegance to its movements. Its legs, equally slender and elongated, provide the necessary stability for its gliding motion, as it seems to float just above the ground, defying gravity with each graceful sweep.
Shadowy tendrils unfurl from its back, resembling ethereal wings, rippling away seamlessly. These tendrils occasionally sparkle with bursts of bioluminescent light, enriching the creature’s arcane presence and adding a dynamic layer to its overall appearance. The atmosphere surrounding Solomorus is tinged with a chilling energy, warping light and distorting reality for those who dare to watch.
With a stance that embodies confidence and danger, Solomorus exemplifies a creature out of nightmares—an amalgamation of ethereal beauty and foreboding dread. It moves with a fluidity that unnerves observers, gliding silently as haunting whispers trail behind it, heightening the sense of mystery that clings to its dark, alluring form. The interplay of shadow and light, combined with its spectral features, creates a vivid and complete image of a being that defies explanation, evoking both awe and terror in its wake.
Tactical Information
Tactical Narrative for Solomorus, the Devourer of Light
Behavior in Day-to-Day Life
Solomorus, the Devourer of Light, embodies a relentless hunger for illumination and hope, rendering it a formidable specter lurking within the dimmest shadows of the Kingdom of the Sun. In its natural habitat—crystal-veined caverns or murky forests—Solomorus thrives on dread and despair. During its day-to-day existence, it wanders through regions shunned by sunlight, weaving through twisted paths where light strays, feeding off the residual fear of the locals.
For Solomorus, every whispered tale and folklore strengthens its essence, shaping its form more nebulously yet potent. While it prefers solitude, Solomorus may occasionally engage with lesser shadow creatures, guiding their actions to harass unwary travelers or to scout for sources of light that may serve as sustenance. These minions fulfill a dual role: aiding in its hunt while also serving as an extension of its malevolent will, scattering before it a dusky shroud of confusion and trepidation.
Despite its treacherous nature, Solomorus exhibits a curious intelligence, sensing shifts in emotional energy around any surviving denizens of the Kingdom. If it believes a creature exhibits hope or unwavering spirit, it stalks silently, using its ability to manipulate shadows to instill confusion. Solomorus believes accurately devouring the joy of others is as nourishing as the physical light it craves.
Combat Behavior
When threats draw too close or intruders dare to disrupt its haven, Solomorus reveals its true nature as a cunning predator. It initiates combat with an unsettling silence, lurking in the shadows and studying the adventurers’ movements. When the moment is right, it may drain the light from its surroundings, plunging its foes into an oppressive darkness, using its “Light Drain” to sap their vitality and sow doubt among party members.
Once combat begins, Solomorus employs its teleportation abilities (Shadow Lunge), slipping between shadows to isolate weaker targets and to engage with calculated precision. It targets arcs of bright light, casting darkness upon them to further confuse and debilitate foes. Thus, adventurers find their formations shattered as anxiety runs rampant through their ranks, enhancing Solomorus’ systematic approach to subduing them one by one.
In encounters where it finds itself overwhelmed or on the verge of defeat, Solomorus adopts a tactical retreat using its deadly Eclipse of Solomorus ability. By shrouding the battle in shadow, it not only confuses opponents but also offers a cover for escape. The beast will summon lesser shadow creatures to harry adventurers in its retreat, enforcing chaos while distorting perceptions of ally and foe alike. To cunningly lure in those who see through its ploys, it might temporarily halt its attack and issue a series of psychic attacks (Ray of Despair), showcasing its terror more than its physical might.
Roleplay/Narrative Interactions
Outside of combat, Solomorus embodies a haunting presence that can evoke fear even without overt hostility. In non-combat situations, it employs its intelligence and cunning to manipulate emotions. If approached by adventurers, it may project itself as an amorphous shadow, whispering echoes of their own doubts and fears in quiet tones that chill the souls of those who hear it.
Solomorus is neither entirely brutish nor a simple beast; it possesses a sinister charm, capable of using deception effectively. While attempts to negotiate might initially meet with riddles of despair, an adventurer’s assertion of unwavering hope may attract the creature’s attention. Here it could twist words and perceptions, pretending to offer guidance or insight in exchange for a demonstration of vulnerability.
When threatened, Solomorus would flit between aggression and retreat, reliant on illusions if cornered, creating false images or projections to deceive its foes. However, if directly confronted, it does not shy from engaging in lame repartee, as it thrives on the discord and debate breeds in the absence of understanding. Diplomacy is a game of bending words into foreboding shapes, but its ultimate reaction leans toward either cunning evasion or an assault driven by the haunting desire to extinguish the glow of spirit radiating from those who threaten its dominion.
Thus, Solomorus becomes a fascinating blend of terror and somber wisdom—a creature that inspires fear and dread, yet may possess a twisted perspective on despair that reflects deeper philosophical insights about light and shadow.