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.