SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Solar

Large Celestial, Lawful Good

Armor Class 21 (natural)

Hit Points 243 (18d10 + 144)

Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
() () () () () ()
Saving Throws
, ,
Skills
Damage Resistances
Radiant
Damage Immunities
Necrotic, Poison
Condition Immunities
Charmed, Frightened, Poisoned, Exhaustion
Senses
truesight 120 ft., passive perception 24
Languages
all, telepathy 120 ft.
Challenge
21 (33,000 XP)

Traits

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

Actions

The solar makes two greatsword attacks.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: . If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
The solar touches another creature. The target magically regains 40 () hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

3 Legendary Actions Solar can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time, and only at the end of another creature's turn. Solar regains spent Legendary Actions at the start of its turn.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Monster Weaknesses adds Weaknesses to this creature. View

Monster Loot: Monster Manual adds Loot to this creature. View

Monster Loot: Baldur's Gate: Descent into Avernus adds Loot to this creature. View

Monster Loot: Candlekeep Mysteries adds Loot to this creature. View

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

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