Monster
Solar Bastion Knight
Outside your table’s allowed sources
Official reference · BMT · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 20 (plate armor, shield)
- Hit points
- 150 (20d8 + 60)
- Speed
- Walk 30 ft.
- Challenge rating
- 9
- Alignment
- Neutral Good
- Strength
- 18
- Dexterity
- 10
- Constitution
- 17
- Intelligence
- 15
- Wisdom
- 16
- Charisma
- 17
- Passive Perception
- 13
- Saving Throws
- wis: +7; cha: +7
- Skills
- arcana: +6; history: +6
- Languages
- Common plus any one language
- Condition Immunities
- blinded, charmed, frightened
Traits
Aura of Protection
The knight and each ally within 10 feet of it have advantage on saving throws. This trait is suppressed while the knight has the incapacitated condition.
Actions
Multiattack
The knight makes three Sunspear attacks.
Sunspear
Melee Spell Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) radiant damage, or 21 (5d6 + 4) radiant damage if the target is a Fiend or an Undead.
Solar Flare (Recharge 5–6)
The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight's choice in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. For the next minute, the affected area is filled with bright light that is sunlight.
The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
1/day each: Greater Restoration, Sending, Word of Recall (the prepared sanctuary is the Solar Bastion)