Intelligence +14, Wisdom +14, Charisma +17
Perception +14
+6
Truesight 120 ft
ALL
Radiant, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical
Necrotic, Poison
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
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
The solar makes two greatsword attacks.
Greatsword
Melee Weapon Attack: +15 to hit, reach 5 ft.. Hit: 22 (4d6 + 8) slashing plus 27 (6d8) radiant damage.
Slaying Longbow
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
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
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 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
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