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<title>Solar</title>
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<h1>Solar</h1>
<p><em>Large Celestial (Angel), Lawful Good</em></p>
<ul>
<li><strong>Armor Class:</strong> 21</li>
<li><strong>Hit Points:</strong> 297 (22d10 + 176)</li>
<li><strong>Speed:</strong> 50 ft., Fly 150 ft. (hover)</li>
<li><strong>Initiative</strong>: +20 (30)</li>
</ul>
<table>
<thead>
<tr>
<th>STAT</th>
<th>SCORE</th>
<th>MOD</th>
<th>SAVE</th>
</tr>
</thead>
<tbody>
<tr>
<td>STR</td>
<td>26</td>
<td>+8</td>
<td>+8</td>
</tr>
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<td>DEX</td>
<td>22</td>
<td>+6</td>
<td>+6</td>
</tr>
<tr>
<td>CON</td>
<td>26</td>
<td>+8</td>
<td>+8</td>
</tr>
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<td>INT</td>
<td>25</td>
<td>+7</td>
<td>+7</td>
</tr>
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<td>WIS</td>
<td>25</td>
<td>+7</td>
<td>+7</td>
</tr>
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<td>CHA</td>
<td>30</td>
<td>+10</td>
<td>+10</td>
</tr>
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</table>
<ul>
<li><strong>Immunities</strong>: Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned</li>
<li><strong>Skills</strong>: Perception +14</li>
<li><strong>Senses</strong>: truesight 120 ft.; Passive Perception 24</li>
<li><strong>Languages</strong>: All; telepathy 120 ft.</li>
<li><strong>CR</strong> 21 (XP 33,000; PB +7)</li>
</ul>
<h2>Traits</h2>
<p><strong><em>Divine Awareness.</em></strong> The solar knows if it hears a lie.</p>
<p><strong><em>Exalted Restoration.</em></strong> 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.</p>
<p><strong><em>Legendary Resistance (4/Day).</em></strong> If the solar fails a saving throw, it can choose to succeed instead.</p>
<p><strong><em>Magic Resistance.</em></strong> The solar has Advantage on saving throws against spells and other magical effects.</p>
<h2>Actions</h2>
<p><strong><em>Multiattack.</em></strong> The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.</p>
<p><strong><em>Flying Sword.</em></strong> <em>Melee or Ranged Attack Roll:</em> +15, reach 10 ft. or range 120 ft. 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. HitomThe sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.</p>
<p><strong><em>Slaying Bow.</em></strong> <em>Dexterity Saving Throw</em>: DC 21, one creature the solar can see within 600 feet. <em>Failure:</em> If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.</p>
<p><strong><em>Spellcasting.</em></strong> The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):</p>
<ul>
<li><strong>At Will:</strong> <em>Detect Evil and Good</em></li>
<li><strong>1e/Day Each:</strong> <em>Commune</em>, <em>Control Weather</em>, <em>Dispel Evil and Good</em>, <em>Resurrection</em></li>
</ul>
<h2>Bonus Actions</h2>
<p><strong><em>Divine Aid (3/Day).</em></strong> The solar casts <em>Cure Wounds</em> (level 2 version), <em>Lesser Restoration</em>, or <em>Remove Curse</em>, using the same spellcasting ability as Spellcasting.</p>
<h2>Legendary Actions</h2>
<p><strong><em>Blinding Gaze.</em></strong> <em>Constitution Saving Throw</em>: DC 25, one creature the solar can see within 120 feet. <em>Failure:</em> The target has the Blinded condition for 1 minute. <em>Failure or Success</em>: The solar can't take this action again until the start of its next turn.</p>
<p><strong><em>Radiant Teleport.</em></strong> The solar teleports up to 60 feet to an unoccupied space it can see. <em>Dexterity Saving Throw</em>: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. <em>Failure:</em> 11 (2d10) Radiant damage. <em>Success:</em> Half damage.</p>
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