SRD 5.2 SRD 5.2.1 (current printing)

SRD 5.1 SRD 5.1

Solar

Large Celestial, Lawful Good

AC 21 (natural armor)

Initiative +20

HP 297 (22d10 + 176)

Speed 50 ft., fly 150 ft., swim 25 ft., climb 25 ft., crawl 25 ft.

STR DEX CON INT WIS CHA
Score
Save
Skills
Immunities
Poison, Radiant
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
passive Perception 24, truesight 120 ft.
Languages
All; telepathy 120 ft.
CR
21 (33,000 XP)

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

Melee or Ranged Attack Roll: , reach 10 ft. or range 120 ft. . HitomThe sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.
The solar makes two Flying Sword attacks. It can replace one attack with a use of 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 .
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. The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

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.
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: . Success: Half damage.

Monster Weaknesses adds Weaknesses to this creature. View

Official miniatures

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

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