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<title>Solar</title>
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<body>
<h1>Solar</h1>
<p><em>Large</em> <em>Celestial</em></p>
<ul>
<li><strong>Armor Class:</strong> 21</li>
<li><strong>Hit Points:</strong> 319 (22d10+198)</li>
<li><strong>Speed:</strong> walk 50 ft. fly 150 ft.</li>
<li><strong>Challenge Rating:</strong> 21 (33,000 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 20</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>28 (+9)</td>
<td>22 (+6)</td>
<td>28 (+9)</td>
<td>22 (+6)</td>
<td>30 (+10)</td>
<td>30 (+10)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +0, Cha +17</li>
<li><strong>Skills:</strong> athletics +16, history +16, insight +17, perception +17, religion +17</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> radiant; damage from nonmagical weapons</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, poisoned</li>
<li><strong>Senses:</strong> truesight 120 ft., Passive Perception 27</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Champion of Truth:</strong> The solar automatically detects lies. Additionally, it cannot lie.</li>
<li><strong>Innate Spellcasting:</strong> 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</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The solar attacks twice with its holy sword.</li>
<li><strong>Holy Sword:</strong> Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.</li>
<li><strong>Column of Flame:</strong> 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.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Forceful Parry (While Bloodied):</strong> 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.</li>
</ul>
<h3>Legendary Actions</h3>
<ul>
<li><strong>The solar can take 3 legendary actions:</strong> 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.</li>
<li><strong>Teleport:</strong> The solar magically teleports up to 120 feet to an empty space it can see.</li>
<li><strong>Heal (3/Day):</strong> 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.</li>
<li><strong>Deafening Command (Costs 2 Actions):</strong> 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.</li>
<li><strong>Abase yourself! The creature falls prone:</strong> </li>
<li><strong>Approach! The creature must use its reaction:</strong> </li>
<li><strong>Flee! The creature must use its reaction:</strong> </li>
<li><strong>Surrender! The creature drops anything it is holding:</strong> </li>
</ul>
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