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SRD

Solar

Large celestial, lawful good
Armor Class 21 (natural armor)
Hit Points 243 18d10+144
Speed 50ft Fly: 150ft

STR
26 +8
DEX
22 +6
CON
26 +8
INT
25 +7
WIS
25 +7
CHA
30 +10

Saving Throws Int +14 , Wis +14 , Cha +17
Skills Perception +14
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)

The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

1/day: commune, control weather

3/day: blade barrier, dispel evil and good, resurrection


Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The solar makes two greatsword attacks.   Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 4d6+8 slashing damage plus 27 6d8 radiant damage.   Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 2d8+6 piercing damage plus 27 6d8 radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.   Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.   Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 8d8+4 hit points and is freed from any curse, disease, poison, blindness, or deafness.


 

Legendary Actions

The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar regains spent legendary actions at the start of its turn.   Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.   Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) 4d6 fire damage plus 14 (4d6) 4d6 radiant damage on a failed save, or half as much damage on a successful one.   Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be Blinded until magic such as the Lesser Restoration spell removes the blindness.



Created by

jonbonazza.

Statblock Type

Monster / Creature

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