Solar

Solar

Large Celestial (Angel) • Lawful Good

Armor Class
21
Hit Points
297
(22d10 + 176 HD)
Challenge Rating
21
33,000 XP
Speed
50 ft.
Fly 150 ft.

Ability Scores

Click any value to roll ๐ŸŽฒ

Saving Throws

Skills

โ— proficient  •  โ—† expertise
Passive Perception
24
Passive Investigation
17
Passive Insight
17
๐Ÿ’ช Strength
๐Ÿƒ Dexterity
๐Ÿง  Intelligence
๐Ÿ‘๏ธ Wisdom
โœจ Charisma
Damage Immunities: Poison, Radiant
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: truesight 120 ft, Passive Perception 24
Languages: All, telepathy 120 ft

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

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. 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. HitomThe 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*
- **1e/Day Each:** *Commune*, *Control Weather*, *Dispel Evil and Good*, *Resurrection*

Legendary Actions

Blinding Gaze

*Constitution Saving Throw*: DC 25, one creature the solar can see within 120 feet. *Failure:* The target has the 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.