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2025-06-07 07:58:30 -05:00

3.0 KiB

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: