Solar
Solars are extremely powerful angelic beings.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Large Celestial |
Alignment | LAWFUL_GOOD |
Armor Class | 21 (natural armor) |
Hit Points | 243 (18d10 + 144) |
Combat Rating | 21 CR |
Speed | 50 ft (150 ft) |
Senses | Passive Perception 24 , Truesight 120 ft |
Languages | All, telepathy 120 ft. |
Damage Resistances | radiant, non magical bludgeoning, non magical piercing, non magical slashing |
Damage Immunities | necrotic, poison |
Condition Immunities | charmed, 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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