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Solodt Ascended

Small goblinoid, chaoic evil

Armor Class 17 (ant armor, shield)
Hit Points 44 (8d6 + 16)
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)14 (+2)18 (+4)10 (0)8 (-1)


Skills Arcana +10*, Nature +7
Senses  passive perception 10
Languages Common, Goblin
Challenge 4 (1100 XP)

Innate Spellcasting. The Solodt Ascended can castHex once a day. Intelligence is its spellcasting ability.

Crystal Mohawk. The Solodt Ascended can cast the light cantrip without using components. The light
originates from the crystal mohawk.

Nimble Escape. You can use the Disengage and Hide action as a bonus action.

ACTIONS

Multiattack. The Solodt Ascended makes two Hyxia Energy Blast attacks

Hyxia energy blast. Ranged Spell Attack: +7 to hit, reach 40ft., one target. Hit 15 (3d6 + 4) force damage.

Call of Hyxia (Recharge 5-6). As an action, the Solodt ascended attempts to charm creatures of its choice that can hear it within 60 feet of it. Each creature must succeed on a DC 15 Wisdom saving throw or become charmed by the Solodt ascended until the end of their turn. When charmed this way, their speed becomes 0 and they have disadvantage on all attack rolls.

Solodt Values

The Spoak value knowledge of nature most of all. They do not hunt for pleasure, rather for use. Although the Karthuk do not condone slaughter of animals, the Spoak’s dedication to use all parts of the slain animals is what they do respect. The Spoak provide the Karthuk with new seeds and other important resources which they find and inspect first. Discovery is the way of life for the Spoak

The Solodt and the other Tribes

The Solodt are the only tribe that are completely self-sufficient. Which is their creed; They make sure to have each of their bases covered so they can keep their arcane secrets to themselves. Rarely do any of the other tribes see a Solodt, and they prefer to keep it that way.

Solodt Corpsethief

Small goblinoid, chaotic evil

Armor Class 21 (insect plated armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)9 (+2)12 (+1)15 (+2)12 (+1)8 (-1)


Skills Intimidation + 3*, Stealth -3
Senses  passive perception 11
Languages Common, Goblin
Challenge 2 (450 XP)

Breakable armor. Each time the Solodt Corpsethief takes damage, its AC drops by 1 as pieces of insect corpse are cut off.

Carrier of Flies. Whenever the goblin is hit, roll a d4. On a 4, a swarm of insects emerges from the rotting carapaces the Corpsethief uses as armor.

Nimble Escape. you can use the Disengage and Hide action as a bonus action.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage and 3(1d6) poison damage.

The Solodt and your Campaign

The Solodt are the obvious evil tribe within the Grove. It should be said that this is the go-to antagonistic tribe; or not. The evil nature of these beings is merely in the interest of science and do not always directly pose a threat to the players unless they disturb the Solodt first.

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