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Solar

D&D 5e · 2024·Large Celestial (Angel)·Lawful Good

Armor class
21
Hit points
29722d10 + 176
Challenge
2133,000 XP
Proficiency
+7Initiative +20

Speed 50 ft., Fly 150 ft. (hover)

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score262226252530
Mod+8+6+8+7+7+10
Save+8+6+8+7+7+10
Skills
Perception +14
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 (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.

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. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The 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

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.

Legendary actions

Legendary Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.

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.

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Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0