Devil, Solarin

Family: Devils

Large fiend (devil), lawful evil

Armor Class 19 (natural armor)
Hit Points 85 (10d10+30 HD)
Speed 50 ft.

20 (+5) 18 (+4) 17 (+3) 15 (+2) 17 (+3) 18 (+4)

Damage Immunities fire, Cold, Radiant
Condition Immunities poisoned
Damage Resistances bludgeoning piercing and slashing from nonmagical weapons that aren’t silvered.

Damage Vulnerabilities necrotic
Senses darkvision 120 ft., true sight 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 8 (3,900 XP)


  • Fires of Healing. Any fire, heat-based or radiant damage attacks on the solarin heal it instead of damaging it. It can gain temporary hit points over and above its maximum hit points in this manner.
  • Halo of Light. The Solarin casts a permanent immutable halo of light that engulfs everything within 100 feet of it. The effect is such that there is no point of origin for the light but rather it emits from everywhere. There are no shadows or shades, making it like a bright day everywhere—this imposes disadvantage on all stealth checks within the area to hide. This effect cannot be mitigated by any means: if one were to place a towel over one’s head, it would still be light inside. One can only close his/her eyes and even then, it bleeds through as if someone has a bright light shining on their face. Not even magical effects like the darkness spell can extinguish this light.
  • Teleport without Error. Solarin can cast teleport without error as a spell-like ability. This ability requires no components and can be used three times before the devil requires a long rest to use it again. Completing a long rest restores all expended uses of this ability.


  • Arc of Fire (Recharge 3-6). The Solarin can use their action to cast an arc of fire, which explodes from the Solarin’s body like a whip lashing out randomly in a 50-foot cone. Because of the random nature of the arc, it makes an attack roll against each target within the area of effect, with a +5 to hit. If it strikes it deals 10 (1d20) points of radiant damage, but those struck can make a Dexterity save (DC 15) for half damage.
  • Concussive Blow. When the Solarin reduces a target to less than half its normal hit point maximum, it instinctively knows its victim has been weakened. It can then cast concussive blows upon that creature. It takes two rounds for the Solarin to generate such a blow, during the first of which it can take no actions and enemies have advantage on attack rolls against it. On the second round, the victim is wracked with a concussive blast that pushes it 30 ft. in a straight line away from the Solarin and reduces it to 1 hit point. If it succeeds at a Dexterity save (DC 15) the victim instead suffers half its remaining hit points in damage and is not pushed.
  • Ray of Light (Recharge 6). Solarin have the ability to cast a blinding ray of light which does not radiate heat, but causes blindness to everyone within a 50-foot radius of the Solarin, which lasts for 2d8 rounds followed by disadvantage on all attack rolls for a further 1d8 rounds. All those within a 100-foot radius suffer disadvantage on attack rolls for 1d8 rounds. Victims caught in the radius can make a Dexterity save (DC 15) to avoid the effects. Multiple exposures are not cumulative, though victims who have recovered or partially recovered can see the effects renewed on subsequent uses.
  • Rod of Hellfire. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d10+6) magical bludgeoning damage, plus 5 (1d10) radiant damage. This rod vanishes if the Solarin releases it or dies. It can be summoned to the Solarin’s hand at will.


These devils reside in the heavens upon the radiant beams of light cast from stars. These devils were created as the stars came into being and were little more than the result of the All Father’s momentary meandering. Like a child cast forth and abandoned, the Solarin hold a deep and abiding grudge against almost all those things the All Father purposefully made. Though powerful and with a bent toward wanton destruction, these devils are far too self-absorbed to spend much effort in seeking out taking vengeance upon those they despise.

The Solarin appear as tall thin sexless humans with angular features. They have no hair, broad eyes, thin noses and lips, though they have no ears. Their skin is a bright bronze color. They have no teeth which makes their speech sound more akin to the mumblings of an old man than to that of man, dwarf or elf. It is as if they are nearly finished creatures whose final form is in the making. Seekers of Creation. They have, over the many millennia since their creation, sought to complete the creation process through whatever means necessary.

Tyrannical Torturers. With respect to certain sentient creatures (humans and humanoids), the Solarin is more interested in wounding them to such a degree that they grovel before their feet. They do not seek to immediately kill them – unless necessary. They then lord over them for some time (one day to a hundred years), keeping them wounded and near death the whole time. This they do to stroke their magnificent ego and humble the creatures that they, in the dark part of their souls, envy so much.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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