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
Skills

Perception +14

Initiative

+20

Senses

Truesight 120 ft

Languages

Standard, Exotic

Damage 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

special

4/day. If the solar fails a saving throw, it can choose to succeed instead.

Magic Resistance

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

Actions

Multiattack

action

The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.

Slaying Bow

action

Dexterity Saving Throw: DC 21, one creature the solar can see within 600 ft.
Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) piercing plus 36 (8d8) radiant damage.

Flying Sword

action

Melee Weapon Attack: +15 to hit, reach 10 ft.. Hit: 22 (4d6 + 8) slashing plus 36 (8d8) radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.

Spellcasting

action

1 use per day. 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

action

3 uses per day. The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

Legendary Actions

3 legendary actions. Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Blinding Gaze

legendary

Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet.
Failure: The target has the Blinded condition for 1 minute.
Failure or Success: The solar can't take this action again until the start of its next turn.

Radiant Teleport

legendary

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.

Prepared Spells

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

Referenced spells