Solar SRD 5.2

Solar

Large Celestial Lawful Good
Basic Stats
AC: 21
Initiative: +20 (+30)
Hit Points: 297 (22d10 + 176)
Speed: 50 ft., Fly 150 (hover) ft.
CR: 21 (XP 33,000; PB +7)
Ability Scores
STR DEX CON INT WIS CHA
26
+8
22
+6
26
+8
25
+7
25
+7
30
+10
Save: +8 Save: +6 Save: +8 Save: +7 Save: +7 Save: +10
Additional Stats
Skills:
Perception +14
Senses:
Truesight 120 ft.; Passive Perception 24
Languages:
All; telepathy 120 ft.
Immunities:
Poison, Radiant
Condition Immunities:
Charmed, Exhaustion, Frightened, Poisoned

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.
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.

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

Preamble 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.
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.
Tags & Categories
Tags:
Solar Angel
Environments:
None
Source Information
Source: SRD 5.2
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode