Solar
Large Celestial
- Armor Class: 21
- Hit Points: 319 (22d10+198)
- Speed: walk 50 ft. fly 150 ft.
- Challenge Rating: 21 (33,000 XP)
- Source: A5e Monstrous Menagerie, page 20
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
22 (+6) |
28 (+9) |
22 (+6) |
30 (+10) |
30 (+10) |
- Saving Throws: Wis +0, Cha +17
- Skills: athletics +16, history +16, insight +17, perception +17, religion +17
- Damage Immunities: necrotic, poison
- Damage Resistances: radiant; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: truesight 120 ft., Passive Perception 27
- Languages: all, telepathy 120 ft.
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
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.
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.
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.
- Abase yourself! The creature falls prone:
- Approach! The creature must use its reaction:
- Flee! The creature must use its reaction:
- Surrender! The creature drops anything it is holding:
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