D&D 5e monster · SRD 5.2

Solar

Large Celestial (Angel), Lawful Good

Armor Class
21
Hit Points
297 (22d10+176)
Speed
50 ft., fly 150 ft. (hover)
Initiative
+20
Challenge
21 (33000 XP)
Proficiency Bonus
+7
STRDEXCONINTWISCHA
26+822+626+825+725+730+10
Damage Immunities:
poison, radiant
Condition Immunities:
charmed, exhaustion, frightened, poisoned
Senses:
truesight 120 ft., Passive Perception 24

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 creature makes 2 attacks.

Flying Sword. Ranged Attack Roll: +15, range 120/120 ft.. Hit: 4d6+8 slashing damage, plus 8d8 radiant damage.

Spellcasting. spell save DC 25. At will: Detect Evil and Good. 1/day: 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

The creature can take 3 legendary actions, choosing from the options below — one at the end of another creature's turn. Spent actions are regained at the start of its 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 (2d10) Radiant damage. Success: Half damage.

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