3
Solaria Color
Solaria color — not a Champion
Paint language for Solaria. Use the recovered identity from Houses of the Realm. Do not print a name from cards 001–020 onto these visors.

Furnace Seraph
Large construct, lawful neutral. steam and pinion. CR 17.
| Armor Class | 20 (riveted plate) |
| Hit Points | 262 (21d10 + 147) |
| Speed | 30 ft., fly 40 ft. (must land at the end of its turn or fall) |
| Scores | STR 22 DEX 14 CON 20 |
| INT 16 WIS 12 CHA 10 | |
| Saves | Str +12, Con +11, Int +10 |
| Resistances | fire, lightning; nonmagical bludgeoning, piercing, slashing |
| Immunities | poison, exhaustion |
| Senses | darkvision 120 ft., passive Perception 16 |
| Challenge | 17 (18,000 XP) |
Traits
Dawnsteel Heart. The Seraph has advantage on saving throws against being paralyzed or stopped. Artificer’s Yard repair can target it as a structure for Integrity-like 1-point mends (table ruling, once/cycle).
Steam Veil. The 10 feet around it is lightly obscured.
Actions
Multiattack. Two Gearfists. It may replace one with Cinder Jet.
Gearfist. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 19 (2d10 + 8) bludgeoning.
Cinder Jet. 15-foot line, 5 feet wide. DC 19 Dexterity save, 27 (6d8) fire, half on success.
Tactics. Anchor on a forge floor. Jet the line of a Bastion. Solaria’s supply-bound nature still applies if a House is running this as a hired frame — it is not free steel.
Forgeguard dream-work. Not a printed Specialist. Paint iron, brass, steam.

Crucible Child
Large elemental (giant), neutral. infant titan-smith. CR 16.
| Armor Class | 20 (crust) |
| Hit Points | 240 (16d10 + 152) |
| Speed | 30 ft. |
| Scores | STR 24 DEX 10 CON 22 |
| INT 10 WIS 12 CHA 8 | |
| Saves | Str +13, Con +12 |
| Resistances | bludgeoning, piercing, slashing from nonmagical |
| Immunities | fire, poison, exhaustion |
| Senses | darkvision 60 ft., tremorsense 20 ft., passive Perception 11 |
| Challenge | 16 (15,000 XP) |
Traits
Born Hot. A metal weapon that hits the Child, or that the Child hits, becomes molten until the end of the attacker’s next turn. Molten weapons deal an extra 7 (2d6) fire and the wielder takes 3 fire at the start of their turn if they keep holding it.
Siege. Double damage to structures and sites. Full Integrity destruction still adds +1 Chaos.
Actions
Multiattack. Two Hammer blows.
Forge Hammer. Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 22 (3d10 + 6) bludgeoning plus 7 (2d6) fire.
Quench (Recharge 6). The Child slams the hammer down. Each creature in a 15-foot radius, DC 20 Strength save or be knocked prone and take 27 (6d8) fire. Half and not prone on a success.
Tactics. Walk onto a production site. Melt the steel the table brought. Do not treat the silhouette as a child for rules — Size Large, siege engine.
Forge-womb is a color. Not a printed Specialist. Supply-bound still applies if a House hires this frame.

Phoenix Mantle
Medium elemental (celestial), neutral. the bird that is a suit. CR 18.
| Armor Class | 19 (ember pinions) |
| Hit Points | 262 (21d8 + 168) |
| Speed | 30 ft., fly 50 ft. |
| Scores | STR 20 DEX 16 CON 20 |
| INT 12 WIS 14 CHA 18 | |
| Saves | Dex +9, Con +11, Cha +11 |
| Resistances | radiant; nonmagical bludgeoning, piercing, slashing |
| Immunities | fire |
| Senses | darkvision 90 ft., passive Perception 16 |
| Challenge | 18 (20,000 XP) |
Traits
Ash Rebirth. The first time the Mantle is reduced to 0 hit points, it instead drops to 40 hit points and each creature within 10 feet takes 14 (4d6) fire. Once per seating.
Actions
Multiattack. Two Ember Talons.
Ember Talon. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) slashing plus 10 (3d6) fire.
Cinder Wake (Recharge 5–6). A 30-foot line, 5 feet wide. DC 19 Dexterity save, 36 (8d8) fire, half on success. The line is difficult ember until the Mantle’s next turn.
Tactics. Fly, wake, rebirth once. Do not stack this with the Crucible Child on the same coordinate unless you want a melted board.
Making and unmaking. Dawnsteel Heart is a feather belief — this rebirth is a creature trait, not that belief made mechanical.

Cinderwight
Medium undead, lawful evil. funeral monk. CR 10.
| Armor Class | 16 (cinder wraps) |
| Hit Points | 142 (19d8 + 57) |
| Speed | 40 ft. |
| Scores | STR 14 DEX 18 CON 16 |
| INT 10 WIS 16 CHA 8 | |
| Saves | Dex +8, Wis +7 |
| Resistances | fire, necrotic |
| Immunities | poison, exhaustion, blinded |
| Senses | blindsight 30 ft. (blind beyond), passive Perception 16 |
| Challenge | 10 (5,900 XP) |
Traits
Ash Sutra. When an attack against the Wight misses, or when the Wight is hit by a melee attack, a choking cinder puffs. The attacker DC 15 Constitution save or be blinded until the end of its next turn and take 5 (2d4) fire.
Actions
Multiattack. Two Cinder Palms.
Cinder Palm. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning plus 3 (1d6) fire.
Tactics. Stand in a doorway. Let the table miss. The sutra punishes steel.
Funeral monk of a forge-house. Dawnsteel does not resurrect this one.