Solar

Solar

Large celestial, lawful good

21
Challenge Rating
33000 XP

In celestial realms of divine power and radiant energy, the Solar shines as a magnificent and awe-inspiring being. With its resplendent form, celestial grace, and mastery over holy magic, the Solar embodies divine righteousness, unwavering justice, and the epitome of celestial might.

The Solar is an angelic being of immense power and beauty, radiating a brilliant aura of divine light. It possesses a humanoid form with golden skin, ethereal wings, and eyes that shine with wisdom and compassion. The Solar’s presence commands attention and evokes a sense of profound reverence.

These celestial beings are emissaries of the gods, tasked with upholding justice, vanquishing evil, and spreading divine wisdom. They serve as beacons of hope and inspiration, appearing in times of great need or to aid those who champion righteousness. Solars are often found in sacred temples, celestial realms, or engaging in quests of celestial significance.

Solars are masterful warriors, wielding radiant weapons and possessing extraordinary combat prowess. They can unleash devastating spells and holy energy, obliterating the forces of darkness with their divine might. Their presence alone can inspire allies and strike fear into the hearts of evil beings.

The Solar possesses healing abilities, capable of mending wounds and purging ailments with their divine touch. They can cure diseases, revive fallen comrades, and provide respite and solace to those in need. The Solar’s healing powers extend not only to physical ailments but also to the spiritual well-being of individuals, offering guidance and comfort to troubled souls.

Legends speak of Solars ascending to even greater heights of power and wisdom, becoming “Celestial Lords” or “Radiant Sovereigns.” These mighty beings become divine guides and leaders, overseeing entire celestial realms and embarking on quests of cosmic importance.

Encountering a Solar is to witness a creature of celestial majesty and profound righteousness. Its presence exudes an aura of divine grace and the overwhelming power of celestial beings. Interacting with a Solar can lead to quests of cosmic significance, revelations of divine wisdom, or the bestowing of celestial blessings.

Solars bring a touch of divine radiance and the resplendent allure of celestial beings to the tapestry of the world. They serve as reminders of the eternal struggle between light and darkness and the unwavering forces of righteousness. Whether encountered as divine guides, champions against evil, or as celestial allies in the face of overwhelming darkness, Solars add a sense of awe-inspiring power, unwavering justice, and the divine presence of the gods to the realms of adventure and exploration.

Special Abilities

Angelic Weapons

The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 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

  • Multiattack: The solar makes two greatsword attacks.
  • Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
  • Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. 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.
  • Flying Sword: 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.
  • Healing Touch: The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

  • 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 14 (4d6) fire damage plus 14 (4d6) radiant damage 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.
Armor Class: 21 (natural armor)
Hit Points: 243 (18d10+144)
Speed: 50 ft. (walk), 150 ft. (fly)
str
26
+8
dex
22
+6
con
26
+8
int
25
+7
wis
25
+7
cha
30
+10
Damage Resistances: radiant | bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic | poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Proficiency Bonus: +7

Proficiencies

  • Saving Throw: INT +14
  • Saving Throw: WIS +14
  • Saving Throw: CHA +17
  • Skill: Perception +14

Senses

  • Passive Perception: 24
  • Truesight: 120′
Languages: all, telepathy 120 ft.

Credits: SRD 5.1