Solar
Large Celestial. CR 21, AC 21, 319 HP. Traits: Champion of Truth, Innate Spellcasting.
- Armor class
- 21
- Hit points
- 319
- Challenge
- 21
- Creature type
- Celestial
- Size
- Large
- Legendary
- Yes
Stat block
- Cha
- 30
- Con
- 28
- Dex
- 22
- Int
- 22
- Str
- 28
- Wis
- 30
- Speed
- Fly: 150; Walk: 50
- Senses
- truesight 120 ft., Passive Perception 27
- Skills
- History: 16; Insight: 17; Religion: 17; Athletics: 16; Perception: 17
- Actions
- Multiattack. The solar attacks twice with its holy sword.
- Holy Sword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.
- Column of Flame. Flame erupts in a 10-foot-radius 30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure or half as much damage on a success.
- Languages
- all, telepathy 120 ft.
- Reactions
- Forceful Parry (While Bloodied). When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone.
- Saving throws
- Wisdom: 0; Charisma: 17
- Damage immunities
- necrotic, poison
- Legendary actions
- The solar can take 3 legendary actions. Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn.
- Teleport. The solar magically teleports up to 120 feet to an empty space it can see.
- Heal (3/Day). The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target.
- Deafening Command (Costs 2 Actions). The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect.
- Name: Abase yourself! The creature falls prone
- Name: Approach! The creature must use its reaction
- Name: Flee! The creature must use its reaction
- Name: Surrender! The creature drops anything it is holding
- Special abilities
- Champion of Truth. The solar automatically detects lies. Additionally, it cannot lie.
- Innate Spellcasting. The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection
- Damage resistances
- radiant; damage from nonmagical weapons
- Condition immunities
- charmed, exhaustion, frightened, poisoned
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).