Epic PlatesSolaria

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.

Clockwork wings, steam from the shoulders, a single furnace eye. Solaria-adjacent.
Clockwork wings, steam from the shoulders, a single furnace eye. Solaria-adjacent.

Furnace Seraph

Large construct, lawful neutral. steam and pinion. CR 17.

Armor Class20 (riveted plate)
Hit Points262 (21d10 + 147)
Speed30 ft., fly 40 ft. (must land at the end of its turn or fall)
ScoresSTR 22 DEX 14 CON 20
INT 16 WIS 12 CHA 10
SavesStr +12, Con +11, Int +10
Resistancesfire, lightning; nonmagical bludgeoning, piercing, slashing
Immunitiespoison, exhaustion
Sensesdarkvision 120 ft., passive Perception 16
Challenge17 (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.
Furnace Seraph
A child-shaped furnace with a siege hammer. Solaria-adjacent. Looks small. Hits like a gate.
A child-shaped furnace with a siege hammer. Solaria-adjacent. Looks small. Hits like a gate.

Crucible Child

Large elemental (giant), neutral. infant titan-smith. CR 16.

Armor Class20 (crust)
Hit Points240 (16d10 + 152)
Speed30 ft.
ScoresSTR 24 DEX 10 CON 22
INT 10 WIS 12 CHA 8
SavesStr +13, Con +12
Resistancesbludgeoning, piercing, slashing from nonmagical
Immunitiesfire, poison, exhaustion
Sensesdarkvision 60 ft., tremorsense 20 ft., passive Perception 11
Challenge16 (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.
Crucible Child
Living ember-feather plate, a phoenix for a heart. Solaria-adjacent making. Not a Relic Invoke.
Living ember-feather plate, a phoenix for a heart. Solaria-adjacent making. Not a Relic Invoke.

Phoenix Mantle

Medium elemental (celestial), neutral. the bird that is a suit. CR 18.

Armor Class19 (ember pinions)
Hit Points262 (21d8 + 168)
Speed30 ft., fly 50 ft.
ScoresSTR 20 DEX 16 CON 20
INT 12 WIS 14 CHA 18
SavesDex +9, Con +11, Cha +11
Resistancesradiant; nonmagical bludgeoning, piercing, slashing
Immunitiesfire
Sensesdarkvision 90 ft., passive Perception 16
Challenge18 (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.
Phoenix Mantle
Ash-wrapped funeral monk, a faceless cinder. Solaria’s making, inverted. Not a Nether plate.
Ash-wrapped funeral monk, a faceless cinder. Solaria’s making, inverted. Not a Nether plate.

Cinderwight

Medium undead, lawful evil. funeral monk. CR 10.

Armor Class16 (cinder wraps)
Hit Points142 (19d8 + 57)
Speed40 ft.
ScoresSTR 14 DEX 18 CON 16
INT 10 WIS 16 CHA 8
SavesDex +8, Wis +7
Resistancesfire, necrotic
Immunitiespoison, exhaustion, blinded
Sensesblindsight 30 ft. (blind beyond), passive Perception 16
Challenge10 (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.
Cinderwight