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2025-06-07 07:58:30 -05:00
# Solar
*Large* *Celestial*
- **Armor Class:** 21
- **Hit Points:** 319 (22d10+198)
- **Speed:** walk 50 ft. fly 150 ft.
- **Challenge Rating:** 21 (33,000 XP)
- **Source:** A5e Monstrous Menagerie, page 20
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 28 (+9) | 22 (+6) | 28 (+9) | 22 (+6) | 30 (+10) | 30 (+10) |
- **Saving Throws**: Wis +0, Cha +17
- **Skills:** athletics +16, history +16, insight +17, perception +17, religion +17
- **Damage Immunities:** necrotic, poison
- **Damage Resistances:** radiant; damage from nonmagical weapons
- **Condition Immunities:** charmed, exhaustion, frightened, poisoned
- **Senses:** truesight 120 ft., Passive Perception 27
- **Languages:** all, telepathy 120 ft.
### Special Abilities
- **Champion of Truth:** The solar automatically detects lies. Additionally, it cannot lie.
- **Innate Spellcasting:** The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection
### Actions
- **Multiattack:** The solar attacks twice with its holy sword.
- **Holy Sword:** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.
- **Column of Flame:** Flame erupts in a 10-foot-radius 30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure or half as much damage on a success.
### Reactions
- **Forceful Parry (While Bloodied):** When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone.
### Legendary Actions
- **The solar can take 3 legendary actions:** Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn.
- **Teleport:** The solar magically teleports up to 120 feet to an empty space it can see.
- **Heal (3/Day):** The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target.
- **Deafening Command (Costs 2 Actions):** The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect.
- **Abase yourself! The creature falls prone:**
- **Approach! The creature must use its reaction:**
- **Flee! The creature must use its reaction:**
- **Surrender! The creature drops anything it is holding:**