Solar

Large Celestial, lawful good. CR 21, AC 21, 297 HP. Traits: Divine Awareness, Exalted Restoration, Legendary Resistance, Magic Resistance.

Armor class
21
Hit points
297
Challenge
21
Creature type
Celestial
Size
Large
Alignment
lawful good

Stat block

Cha
30
Con
26
Dex
22
Int
25
Str
26
Wis
25
Speed
Fly: 150; Walk: 50; Hover: true
Senses
truesight 120 ft., passive Perception 24
Skills
Perception: 14
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 - **1/Day Each:** Commune, Control Weather, Dispel Evil and Good, Resurrection
Hit dice
22d10 + 176
Languages
All; telepathy 120 ft.
Armor detail
natural armor
Bonus actions
  • Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Damage immunities
poison, radiant
Legendary actions
  • Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded 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.
Special abilities
  • 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 (4/Day). 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.
Condition immunities
charmed, exhaustion, frightened, poisoned

Source and licence

From System Reference Document 5.2.

Licence: SRD (CC BY 4.0).

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

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