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Solar

Solars are extremely powerful angelic beings.

Source: Systems Reference Document

Attributes

STR

26 (+8)

DEX

22 (+6)

CON

26 (+8)

INT

25 (+7)

WIS

25 (+7)

CHA

30 (+10)
StatValue
Creature TypeLarge Celestial
AlignmentLAWFUL_GOOD
Armor Class21 (natural armor)
Hit Points243 (18d10 + 144)
Combat Rating21 CR
Speed50 ft (150 ft)
SensesPassive Perception 24 , Truesight 120 ft
LanguagesAll, telepathy 120 ft.
Damage Resistancesradiant, non magical bludgeoning, non magical piercing, non magical slashing
Damage Immunitiesnecrotic, poison
Condition Immunitiescharmed, exhaustion, frightened, poisoned

Skills

Proficiencies: Perception

  • Perception

    +14

Abilities

Angelic Weapons

The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Angelic Weapon Damage: 6d8

Divine Awareness

The solar knows if it hears a lie.

Magic Resistance

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

Slaying Longbow

Whenever the solar lands a hit with its longbow, if the target has less than 100 hit points, it must succeed on a DC 15 Constitution saving throw or die.

Actions

  • Multiattack : action

    The solar makes two greatsword attacks.

  • Flying Sword : bonus action

    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) : action

    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

    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) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

    Rolls:

    Fire Damage: 4d6

    Radiant Damage: 4d6

  • Blinding Gaze

    The solar targets one creature it can see within 30 feet of it. If the target can see the solar, 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.

Items

  • Greatsword

    Melee weapon Attack

    +15 to hit, reach 5 ft., one target. Hit: 4d6 + 8 Slashing damage

    Rolls:

    Attack: 1d20 + 15

    Damage: 4d6 + 8

  • Longbow

    Ranged weapon Attack

    +13 to hit, range (undefined/undefined) ft., one target. Hit: 1d8 + 6 Piercing damage.

    Rolls:

    Attack: 1d20 + 13

    Damage: 1d8 + 6

Spells

Spellcasting

  • Spellcasting Ability: Charisma

  • Spell Save DC: 25

  • Spell Attack Bonus: 17

Free Spells and Cantrips

  • Invisibility (at will)

  • Detect Evil and Good (at will)

5th Level

  • Dispel Evil and Good (3/Day)

  • Commune (1/Day)

6th Level

  • Blade Barrier (3/Day)

7th Level

  • Resurrection (3/Day)

8th Level

  • Control Weather (1/Day)

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