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Habitat: Planar (Upper Planes); Treasure: Any

Solars stand as the final line of defense between unspeakable evils and the order of the multiverse. They are the servants of just deities and ageless forces of good. Their interests span the planes, but they rarely intervene in conflicts on the worlds of the Material Plane. When they act, they lead vast angelic hosts and wield holy weapons capable of laying low the wickedest Fiends.

Solars can resurrect the dead and often use that power to enlist mortal aid. They bestow grand, new purposes on those they return to life. Solars don’t enforce these destinies, but they trust in the potential of mortals to achieve great things.

Traits

Divine Awareness. The solar knows if it hears a lie.

Exalted Restoration. 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.

Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.

Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.

Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.

Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):

At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

Bonus Actions

Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.

Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can’t take this action again until the start of its next turn.

Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.


Solar

Large Celestial (Angel), Lawful Good
  • Armor Class 21
  • Hit Points 297 (22d10 + 176)
  • Speed 50 ft., Fly 150 ft. (hover)
  • Initiative +20 (30)
STR
26 (8)
DEX
22 (6)
CON
26 (8)
INT
25 (7)
WIS
25 (7)
CHA
30 (10)
  • Saving Throws Str +8, Dex +6, Con +8, Int +7, Wis +7, Cha +10
  • Skills Perception +14
  • Damage Immunities Poison, Radiant
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft, passive Perception 24
  • Languages All; telepathy 120 ft.
  • Challenge 21 (33000 XP)
  • Habitat Planar (Upper Planes)
  • Treasure Any
  • Divine Awareness. The solar knows if it hears a lie.
  • Exalted Restoration. 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.
  • Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects.
  • Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
  • Flying Sword (Melee). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (4d6 + 8) Slashing damage plus (8d8)Radiant damage.
  • Flying Sword (Ranged). Ranged Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: (4d6 + 8) Slashing damage plus (8d8)Radiant damage. *Hit or Miss:* The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately.
  • Slaying Bow. *Dexterity Saving Throw:* DC 21, one creature the solar can see within 600 feet. *Failure:* If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (or [[4d8 + 6]] (4d8 + 6)) Piercing damage plus 36 (or [[8d8]] (8d8)) Radiant damage.
  • Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

Legendary Actions


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. Solar regains spent legendary actions at the start of their turn.
  • Blinding Gaze.*Constitution Saving Throw:* DC 25, one creature the solar can see within 120 feet. *Failure:* The target has the Blinded condition for 1 minute. *Failure or Success:* The solar can't take this action again until the start of its next turn.
  • Radiant Teleport.The solar teleports up to 60 feet to an unoccupied space it can see. *Dexterity Saving Throw:* DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. *Failure:* 11 (or [[2d10]] (2d10)) Radiant damage. *Success:* Half damage.
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