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Solar

Solar
  • Size: Large
  • Type: Celestial (Angel)
  • Alignment: Lawful Good
  • AC: 21
  • Initiative: +20 (30)
  • HP: 297(22d10+176)
  • Speed: 50 ft, Fly 150 ft. (hover)
ATTRVALMODSAVE
STR26+8+8
DEX22+6+6
CON26+8+8
INT25+7+7
WIS25+7+7
CHA30+10+10
  • Skills: Perception +14
  • Immunities: Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
  • Senses: Truesight 120 ft.; Passive Perception 24
  • Languages: All; telepathy 120 ft.
  • CR: 21 (XP 33,000; PB +7)

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.

Lore & Background

Solars are the most powerful and magnificent of all angels, serving as the ultimate champions of good and divine will. These celestial beings radiate power and righteousness, appearing as idealized humanoids with golden skin, brilliant wings, and an aura of divine authority that inspires awe in both mortals and other celestials. They serve as generals in cosmic conflicts between good and evil, leading armies of lesser angels in battles that span multiple planes of existence.

Each solar embodies specific virtues and divine principles, serving as living manifestations of their deity's most important aspects. They are granted tremendous autonomy in carrying out divine missions, often spending centuries or millennia working to accomplish goals that mortals cannot fully comprehend. Their presence on the material plane usually indicates events of cosmic significance, whether to prevent great evil or to guide important historical developments.

Combat Tactics

Solars are devastating combatants who fight with divine righteousness and tactical brilliance. They prefer to begin battles by using their aura of divine authority to turn enemies against each other or cause them to flee in terror. Their spellcasting abilities allow them to control the battlefield while their legendary actions keep them constantly active throughout combat.

In battle, solars use their flight and ranged attacks to maintain tactical advantages while coordinating with any allied forces. They target the most evil or powerful opponents first, using their divine weapons and spell-like abilities to eliminate major threats quickly. Their healing abilities allow them to support allies while their legendary resistance makes them extremely difficult to defeat through magic.

Combat Tactics

Solars are devastating combatants who fight with divine righteousness and tactical brilliance. They prefer to begin battles by using their aura of divine authority to turn enemies against each other or cause them to flee in terror. Their spellcasting abilities allow them to control the battlefield while their legendary actions keep them constantly active throughout combat.

In battle, solars use their flight and ranged attacks to maintain tactical advantages while coordinating with any allied forces. They target the most evil or powerful opponents first, using their divine weapons and spell-like abilities to eliminate major threats quickly. Their healing abilities allow them to support allies while their legendary resistance makes them extremely difficult to defeat through magic.

Encounter Ideas

1. The Divine Intervention A solar appears to prevent a catastrophic event that would tip the cosmic balance toward evil. The party becomes involved in this celestial mission, working alongside the angel to prevent apocalyptic consequences while dealing with the overwhelming presence of pure divine power.

2. The Fallen Champion A solar has been corrupted or manipulated by evil forces, creating a crisis in the celestial hierarchy. The party must find a way to restore the angel's true nature or find a way to stop a being of almost unlimited power that now serves darkness.

3. The Divine Test A solar appears to test the party's worthiness for a crucial mission by presenting them with moral dilemmas and challenges that have no easy answers. The angel's judgment will determine whether the characters receive divine aid or face celestial opposition.

4. The Cosmic War The party becomes caught up in a battle between celestial and fiendish forces, with a solar leading the forces of good. The characters must prove themselves in this cosmic conflict while avoiding being overwhelmed by the scale of divine warfare.

Environmental Effects

  • Divine Radiance: The solar's presence fills the area with holy light that harms undead and evil creatures while inspiring good-aligned beings
  • Sanctified Ground: Areas where solars have walked become permanently blessed, providing ongoing protection against evil influences
  • Miraculous Events: The angel's presence can cause spontaneous healing, resurrection of the recently dead, and other divine miracles
  • Planar Stability: Solar presence helps stabilize reality and prevent planar incursions or reality-warping effects

Treasure

  • Divine Weapons (artifacts): Legendary weapons blessed by the gods themselves, capable of incredible destruction against evil
  • Celestial Armor (artifact): Holy protection that provides near-immunity to evil magic and enhances the wearer's divine connection
  • Blessed Relics (varies): Sacred items touched by divine power, each with unique properties for fighting evil
  • Divine Scrolls (5000-20000 gp): Spells written in celestial script that retain their power even when cast by mortals
  • Cosmic Knowledge (priceless): Information about divine plans, cosmic threats, and the true nature of good and evil

Plot Hooks

1. The Divine Embassy A solar arrives as an emissary from the celestial realm, seeking mortal allies for a mission of cosmic importance. The party must prove their worth while navigating the complex politics of divine intervention in mortal affairs.

2. The Broken Seal Ancient bindings that contain a great evil are weakening, and a solar seeks the party's help to reinforce them. The mission requires traveling to dangerous locations and performing rituals that could attract the attention of powerful evil forces.

3. The Prophetic Vision A solar shares a divine vision of possible futures, tasking the party with ensuring the best outcome comes to pass. The characters must interpret cryptic prophecies while making choices that will echo through history.

4. The Price of Redemption A solar offers to redeem a party member who has committed terrible acts, but the process requires the entire group to undertake a quest of atonement that will test their commitment to good and their willingness to sacrifice for redemption.