THE SHARED REFERENCE Adventurer

Monster

Solar

Official reference · XMM · 2024

Creature type
Celestial
Size
Large
Armor class
21
Hit points
297 (22d10 + 176)
Speed
Walk 50 ft., Fly 150 ft. (hover)
Challenge rating
21
Alignment
Lawful Good
Strength
26
Dexterity
22
Constitution
26
Intelligence
25
Wisdom
25
Charisma
30
Passive Perception
24
Initiative
+20
Skills
perception: +14
Senses
Truesight 120 ft.
Languages
all; telepathy 120 ft.
Immunities
poison, radiant
Condition Immunities
charmed, exhaustion, frightened, poisoned

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

Multiattack

The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.

Flying Sword

Melee Ranged Attack: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. 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.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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. Success or Failure: 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.

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

Divine Aid (3/Day)

The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

3/day: Cure Wounds (level 2 version), Lesser Restoration, Remove Curse

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