Solar

Large / celestial / Lawful Good / CR 21

Armor Class21
Hit Points243 (18d10 + 144)
Speed50 ft, fly 150 ft
Challenge21
Proficiency+7
STR26+8
DEX22+6
CON26+8
INT25+7
WIS25+7
CHA30+10
Saving Throws

Intelligence +14, Wisdom +14, Charisma +17

Skills

Perception +14

Initiative

+6

Senses

Truesight 120 ft

Languages

ALL

Damage resistances

Radiant, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical

Damage immunities

Necrotic, Poison

Condition immunities

Charmed, Exhaustion, Frightened, Poisoned

Traits

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

Divine Awareness

The solar knows if it hears a lie.

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).

Magic Resistance

The solar has advantage on saving throws against spells and other magical effects.

Legendary Actions

3 legendary actions; one at a time at the end of another creature’s turn, regaining spent uses at the start of its turn

Actions

Flying Sword

action

The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet 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.

Multiattack

action

The solar makes two greatsword attacks.

Greatsword

action

Melee Weapon Attack: +15 to hit, reach 5 ft.. Hit: 22 (4d6 + 8) slashing plus 27 (6d8) radiant damage.

Slaying Longbow

action

Ranged Weapon Attack: +13 to hit, range 150/600 ft.. Hit: 15 (2d8 + 6) piercing plus 27 (6d8) radiant damage.
If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Healing Touch

action

4 uses per day. 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

legendary

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

legendary

Costs 2 legendary actions. The solar emits magical, divine energy. Each creature of its choice in a 10-foot-radius radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze

legendary

Costs 3 legendary actions. The solar targets 1 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 Lesser Restoration spell removes the blindness.

Prepared Spells

Blade Barrier, Commune, Control Weather, Detect Evil And Good, Dispel Evil And Good, Invisibility, Resurrection

Referenced spells