Solar
2024 SRD
Large Celestial (Angel), Lawful Good
Armor Class: 21
Hit Points: 297 (22d10 + 176)
Speed: 50 ft., Fly 150 ft. (hover)
STR
26
DEX
22
CON
26
INT
25
WIS
25
CHA
30
Skills: Perception +14
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Truesight 120 ft.; Passive Perception 24
Languages: All; telepathy 120 ft.
Challenge: 21
Traits
- Divine Awareness. The solar knows if it hears a lie.
- Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
- Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
- Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
- Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
- Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.
- Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection
- Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Legendary Actions
- Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can’t take this action again until the start of its next turn.
- Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.