Solar: Difference between revisions
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'''''[[Legendary Resistance]]''''' (4/Day). If the solar fails a [[Saving Throw|saving throw]], it can choose to succeed instead. | '''''[[Legendary Resistance]]''''' (4/Day). If the solar fails a [[Saving Throw|saving throw]], it can choose to succeed instead. | ||
'''''[[Magic | '''''[[Magic Resistance]]'''''. The solar has [[Advantage]] on [[Saving Throw|saving throw]]s against spells and other magical effects. | ||
===Legendary Actions=== | ===Legendary Actions=== |
Latest revision as of 08:01, 1 May 2025
Large Celestial (Angel), Lawful Good
AC 21 Initiative +20 (30)
HP 297 (22d10 + 176)
Speed 50 ft., Fly 150 ft. (hover)
MOD | SAVE | MOD | SAVE | |||||
---|---|---|---|---|---|---|---|---|
STR | 26 | +8 | +8 | INT | 22 | +6 | +6 | |
DEX | 26 | +8 | +8 | WIS | 25 | +7 | +7 | |
CON | 25 | +7 | +7 | CHA | 30 | +10 | +10 |
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All; telepathy 120 ft.
CR 21 (XP 33,000; PB +7)
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.
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.
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.
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