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D&D 5th Edition

Compendium

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Solar

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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). 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

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

Actions

Multiattack: The solar makes two greatsword 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 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.

Flying Sword: The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. 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 (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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. 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.

Blinding Gaze (Costs 3 Actions): The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Attributes

AC
21 (Natural Armor)
Alignment
Lawful Good
CHA
30
CON
26
Challenge Rating
21
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
DEX
22
HP
243 (18d10+144)
INT
25
Immunities
Necrotic, Poison
Languages
All, Telepathy 120 Ft.
Passive Perception
24
Resistances
Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Roll 0
Greatsword 1d20 + 15 4d6+8+6d8
Roll 1
Slaying Longbow 1d20 + 13 2d8+6+6d8
STR
26
Saving Throws
Int +14, Wis +14, Cha +17
Senses
Truesight 120 Ft.
Size
Large
Skills
Perception +14
Speed
50 ft., fly 150 ft.
Spell Book
Detect Evil And Good, Invisibility, Blade Barrier, Dispel Evil And Good, Resurrection, Commune, Control Weather
Type
celestial
WIS
25
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