Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
all, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Champion of Truth
The solar automatically detects lies. Additionally, it cannot lie.
Innate Spellcasting
The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components:
- 1/Day Each: Commune, Control Weather, Resurrection
Actions
Column of Flame
Flame erupts in a 10-foot-radius 30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure or half as much damage on a success.
Holy Sword
+16 to hit, reach 10 ft (3 m). Hit: 4d6+9 plus 6d6 radiant damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.
Multiattack
The solar attacks twice with its holy sword.
Reactions
Forceful Parry
When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone.
Legendary Actions
Abase yourself! The creature falls prone
Approach! The creature must use its reaction
Deafening Command
The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect.
Flee! The creature must use its reaction
Heal
The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target.
Surrender! The creature drops anything it is holding
Teleport
The solar magically teleports up to 120 feet to an empty space it can see.
The solar can take 3 legendary actions
Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn.
About Solar
Solar is a large celestial with a Challenge Rating of 21. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 21 and possesses 319 hit points (derived from 22d10+198).
Solar has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Solar
4 tips available
GM Tips: Using Solar
When using Solar in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Solar
4 strategies available
Player Guide: Facing Solar
When your party encounters this creature, keep these strategies in mind:
-
Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 21.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 46,200 XP
- Hard: 69,300 XP
- Deadly: 92,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Solar?
- Solar has a Challenge Rating of 21, making it appropriate for parties of level 21.0.
- What type of creature is Solar?
- Solar is a Large Celestial, which affects how certain spells and abilities interact with it.
- What languages does Solar speak?
- Solar can communicate in all, telepathy 120 ft..
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