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Solar

Large celestial (angel), Lawful Good

Armor Class 21

Hit Points 297 (22d10 + 176)

Speed 50 ft., fly 150 ft.

STR 26 (+8)
DEX 22 (+6)
CON 26 (+8)
INT 25 (+7)
WIS 25 (+7)
CHA 30 (+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

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. m,r +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.

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

Legendary Actions

Blinding Gaze. con DC 25, one creature the solar can see within 120 feet. The target has the Blinded condition for 1 minute. 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. dex DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. 11 (2d10) Radiant damage. Half damage.

Source

Monster Manual (2024), p. 288