Large celestial, lawful good
A solar is godlike in its glory and power. On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.
For basic lore see Angels
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 26 | 22 | 26 | 25 | 25 | 30 |
Modifier | +8 | +6 | +8 | +7 | +7 | +10 |
Armor Class: 21 (natural armor)
Hit Points: 243 (18d10 + 144)
Speed: 50 ft., fly 150 ft.
Saving Throws: Wis +9, Cha +9
Skills: Insight +7, Perception +9
Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened
Senses: darkvision 120 ft., passive Perception 19
Languages: all, telepathy 120 ft.
Challenge: 10 (5,900 XP)
Angelic Weapons: The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness: The solar knows if it hears a lie.
Innate Spellcasting: The solar's spell casting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components:
At Will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/Day each: commune, control weather
Magic Resistance: The solar has advantage on saving throws against spells and other magical effects.
Multiattact: The solar makes two melee attacks.
GreatSword: Melee Weapon Attack +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow: Ranged Weapon Attack +13 to hit, range 120/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword: The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch: The solar touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blind ness, or deafness.