Solar

Large / celestial / Lawful Good / CR 21

Armor Class21
Hit Points297 (22d10 + 176)
Speed50 ft, fly 150 ft (hover)
Challenge21
Proficiency-
STR26+8
DEX22+6
CON26+8
INT25+7
WIS25+7
CHA30+10
Senses

Truesight 120 ft

Languages

Standard, Exotic

Damage immunities

Poison, Radiant

Condition immunities

Charmed, Exhaustion, Frightened, Poisoned

Traits

Divine Awareness

The monster knows if it hears a lie.

Exalted Restoration

If the monster 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

Special

If the monster fails a saving throw, it can choose to succeed instead.

Magic Resistance

The monster has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Action

The monster makes two attacks. It can replace one attack with a use of .

Slaying Bow

Action

Dexterity Saving Throw: DC , one the monster can see within .
Failure: If the has 100 Hit Points or fewer, it dies. It otherwise takes damage.

Flying Sword

Action

. . Hit or Miss: The sword magically returns to the monster's hand or hovers within 5 feet of the monster immediately after a ranged attack.

Spellcasting

Action

The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC ):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

Divine Aid

Action

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

Prepared Spells

Detect Evil And Good, Commune, Control Weather, Dispel Evil And Good, Resurrection, Cure Wounds, Lesser Restoration, Remove Curse

Referenced spells