Solar
~~~~~
.. https://stackoverflow.com/questions/11984652/bold-italic-in-restructuredtext
.. raw:: html
.. role:: bi
:class: bolditalic
*Large celestial, lawful good*
**Armor Class** 21 (natural armor)
**Hit Points** 243 (18d10 + 144)
**Speed** 50 ft., fly 150 ft.
+-----------+-----------+-----------+-----------+-----------+------------+
| STR | DEX | CON | INT | WIS | CHA |
+===========+===========+===========+===========+===========+============+
| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |
+-----------+-----------+-----------+-----------+-----------+------------+
**Saving Throws** Int +14, Wis +14, Cha +17
**Skills** Perception +14
**Damage Resistances** radiant; bludgeoning, piercing, and slashing from
nonmagical attacks
**Damage Immunities** necrotic, poison
**Condition Immunities** :ref:`charmed`, :ref:`exhaustion `, :ref:`frightened`, :ref:`poisoned`
**Senses** truesight 120 ft., passive Perception 24
**Languages** all, telepathy 120 ft.
**Challenge** 21 (33,000 XP)
:bi:`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).
:bi:`Divine Awareness`. The solar knows if it hears a lie.
:bi:`Innate Spellcasting`. The solar's spellcasting ability is Charisma
(spell save DC 25). It 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*
:bi:`Magic Resistance`. The solar has advantage on saving throws against
spells and other magical effects.
Actions
^^^^^^^
:bi:`Multiattack`. The solar makes two greatsword attacks.
:bi:`Greatsword`. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one
target. *Hit:* 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant
damage.
:bi:`Slaying Longbow`. *Ranged Weapon Attack:* +13 to hit, range 150/600
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.
:bi:`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.
:bi:`Healing Touch (4/Day)`. The solar touches another creature. The
target magically regains 40 (8d8 + 4) hit points and is freed from any
curse, disease, poison, blindness, or deafness.
Legendary Actions
^^^^^^^^^^^^^^^^^
The solar can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the
end of another creature's turn. The solar regains spent legendary
actions at the start of its turn.
**Teleport**. The solar magically teleports, along with any equipment it
is wearing or carrying, up to 120 feet to an unoccupied space it can
see.
**Searing Burst (Costs 2 Actions)**. The solar emits magical, divine
energy. Each creature of its choice in a 10-foot radius must make a DC
23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6)
radiant damage on a failed save, or half as much damage on a successful
one.
.. index:: blinded; by solar gaze
**Blinding Gaze (Costs 3 Actions)**. The solar targets one creature it
can see within 30 feet of it. If the target can see it, the target must
succeed on a DC 15 Constitution saving throw or be :ref:`blinded` until magic
such as the :ref:`lesser restoration` spell removes the blindness.