Solar

Large Celestial (Angel), Lawful Good

AC 21    Initiative +20 (30)
HP 297 (22d10 + 176)
Speed 50 ft., Fly 150 ft. (hover)

Ability Scores
STR 26 (+8) Save +8    DEX 22 (+6) Save +6    CON 26 (+8) Save +8
INT 25 (+7) Save +7    WIS 25 (+7) Save +7    CHA 30 (+10) Save +10

Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All; telepathy 120 ft.
CR 21 (XP 33,000; PB +7)

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 Weapon Attack: +15 to hit, 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. Otherwise, it 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

Bonus Actions

Legendary Actions

  • Legendary Action Uses: 3. Immediately after another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.
  • 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. Failure or Success: The solar can’t take this action again until the start of its next turn.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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