Solamith are ogre sized demons with pallid, green veined skin and a number of horns. Most significant however is its swollen stomach, with screaming faces and burning flames pressing through the skin. Inside of its body is a swirling mess of burning flames and trapped soul fragments that fuel the fires, infusing the solamith’s stomach flesh and becoming its primary weapon. It tears free chunks of its body, hurtling them off where they detonate and burn away at any creature except other solamiths. These fires burn at the soul as much as they scorch the body, and even creatures normally resistant or immune to fire feel the effects of it.
These attacks harm the solamith as well, but they are reckless creatures and early in a battle they willingly take extra damage to try and kill their opponents quickly. They rarely concern themselves with protecting their allies, and unless fighting with another solamith have a high chance of burning out their own allies, and creatures that know what they’re getting into when fighting alongside a solamith are careful to avoid remaining engaged with the creature’s targets for long. Once the solamith has taken damage, it uses smaller soulfire blasts or even shifts to using its heavy punches and kicks, letting its regeneration heal up some of the damage it has taken.
Solamiths are typically very violent and brutal creatures, acting as destructive and cruel as demons typically do. The main exception is when they eat, which they often do after killing creatures. Despite not needing food, they delight in feeding on the remains of living creatures, particularly humanoids, and are often quite delicate while eating. They savor their meals, eating slowly, and once they finish a new face appears among the many others on its stomach, fragments of the person’s soul infused into the soulfire in the demon’s stomach.
Solamith usually wander solo or in pairs, but occasionally get rounded up by more powerful demons to form them into regiments of artillery that can lay waste to entire armies.
Originally from the 3.5 Monster Manual V. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a spot on the Paper and Dice Discord server, consider backing me there!
5th Edition

Solamith
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 138 (12d10 + 72)
Speed 40 ft.
Str 16 (+4) Dex16 (+3) Con 23 (+6) Int 4 (-3) Wis 13 (+1) Cha 8 (-1)
Saving Throws Str +7, Dex +6, Wis +4
Damage Immunities poison
Damage Resistances fire, lightning; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Vulnerabilities cold
Condition Immunities poisoned
Senses darkvision 120 ft. passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3900 XP)
Magic Resistance. The solamith has advantage on saving throws against spells and other magical effects.
Regeneration. The solamith regains 5 hit points at the start of its turn if it has at least 1 hit point.
Soulfire. Fire damage dealt by the solamith deals half damage to creatures that are immune to fire damage.
Actions
Multiattack. The solamith makes 2 slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 7 (2d6) fire damage.
Soulfire Blast. The solamith takes 5 points of damage and provokes opportunity attacks from each creature within 5 feet of it as it tears a handful of flesh from its body, hurling that flesh at a point it can see within 100 ft. of it. Each creature except solamiths within 20 feet of that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
When the solamith uses this ability, it can choose to take an extra 5 points of damage to increase the radius of this ability to 40 feet, and it can choose to take an extra 10 points of damage to increase the damage of this attack to 28 (8d6) fire damage. It can use both of these abilities as part of the same action, taking damage for each.
Reactions
Soulfire Retort. When the solamith takes damage from a melee attack, it can unleash a burst of soulfire in a 15-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or take 10 (3d6) fire damage.
13th Age

Solamith
Large 4th-level caster [demon]
Initiative: +8
Vulnerability: Cold
Slam +9 vs. AC (2 attacks) – 12 damage
Natural 14+: The solamith gains one additional use of solamith regeneration.
Natural 18+: The solamith immediately uses solamith regeneration if it is missing any hp.
R: Soulfire +9 vs. PD (1d3 nearby enemies in a group; also each of the solamith’s allies engaged with the targets except other solamith) – 12 fire damage
Cast From Hit Points: The solamith takes 5 damage each time it uses this attack; it can choose to take an additional 5 damage to increase the targets to 2d3 nearby enemies, and it can choose to take an additional 10 damage to increase the damage dealt by this attack to 18. It can use both of these additional bonuses on the same attack, but it takes damage for each separately.
[Special Trigger] Soulfire Retort +9 vs. PD – 10 fire damage
Natural 14+: The solamith gains one additional use of solamith regeneration.
Natural 18+: The solamith immediately uses solamith regeneration if it is missing any hp.
Limited Use: 1/turn as an interrupt action when an enemy engaged with the solamith hits it with a melee attack and rolls a natural odd attack roll.
Solamith Regeneration 5: While the solamith is damaged, its flesh heals 5 hit points at the start of the solamith’s turn. It can regenerate 5 times per battle. If it heals to its maximum hit points, then that use of its regeneration doesn’t count against the five-use limit.
Soulfire: The solamith treats its natural attack roll as being 5 points higher when it hurts a creature with fire damage to determine if it overcomes any resistances the target has.
Resist Fire 18+.
AC 18 PD 20 MD 14 HP 100