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.
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.
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.
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