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Solar

Large · Celestial · CR 21 · Chaotic Evil

Source. Black Flag SRD
Armor Class
21 (natural armor)
Hit Points and Hit Dice
306
Challenge Rating CR
21

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
22
+6
CON
26
+8
INT
38
+14
WIS
38
+14
CHA
44
+17

Overview

Category Monsters
Size Large
Type Celestial
Alignment Chaotic Evil
XP 33000
Initiative Bonus +6

Movement

Walk 50 ft (15.2 m)
Fly 150 ft (45.7 m)
Swim 25 ft (7.6 m)
Climb 25 ft (7.6 m)
Crawl 25 ft (7.6 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 24

Saving Throws

Strength +8 Dexterity +6 Constitution +8 Intelligence +14 Wisdom +14 Charisma +17

Languages

all, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
necrotic,poison,poisoned,Angelic Resilience
Damage Resistances
Angelic Resilience

Traits

Angelic Resilience

The solar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions.

Angelic Senses

The solar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated.

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.

Divine Protection

Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the solar.

Immortal Nature

The solar doesn't require food, drink, or sleep.

Legendary Resistance (3/Day)

If the solar fails a save, it can choose to succeed instead.

Magic Resistance

The solar has advantage on saves against spells and other magical effects.

Actions

Greatsword

+15 to hit, reach 5 ft (1.5 m). Hit: 4d6+8 plus 6d8 radiant damage.

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.

Healing Touch

4/day

The solar touches another creature. The target magically regains 40 (8d8+4) HP and is freed from any curse, disease, poison, blindness, or deafness.

Holy Fire Bolt

+14 to hit, range 60 ft (18.3 m). Hit: 6d8+7 plus 4d6 fire damage.

Ranged Spell Attack: +14 to hit, range 60 ft., one target. Hit: 34 (6d8+7) radiant damage plus 14 (4d6) fire damage.

Intimidating Glare (Costs 3 Actions)

The solar glares at up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 22 CHA save or be cowed until the end of its next turn. While cowed, a creature's speed is halved, and it can't look at the solar.

Multiattack

The solar makes three Greatsword or Holy Fire Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Holy Fire Bolt attacks hit one creature, the target must succeed on a DC 22 CON save or be blinded until the end of its next turn.

Searing Burst (Costs 2 Actions)

The solar emits divine energy. Each creature of its choice within 10 feet of it must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting

The solar casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 22).

  • At Will: command, invisibility (self only)
  • 3/Day Each: greater restoration, resurrection (as an action)
    1/day: holy aura

Bonus Actions

Celestial Tactics

The solar uses one of the following tactics:
- Empower Strikes. The solar sends divine power into the weapons of up to two friendly creatures it can see within 30 feet of it. Each target has advantage on the next weapon attack roll it makes before the start of the solar's next turn. If that attack hits, the weapon deals an extra 7 (2d6) radiant damage.
- Inspire Resolve. One friendly creature the solar can see within 30 feet of it gains 14 (4d6) temporary HP and becomes immune to the charmed and frightened conditions until the start of the solar's next turn, ending any effect currently causing the target to be charmed or frightened.
- Manipulate Battlefield. The solar commands up to three friendly creatures it can see to reposition themselves on the battlefield. Each target can use a reaction to move up to half its speed in a direction of the solar's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks.

Legendary Actions

Intimidating Glare

Cost 3

The solar glares at up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 22 CHA save or be cowed until the end of its next turn. While cowed, a creature's speed is halved, and it can't look at the solar.

Searing Burst

Cost 2

The solar emits divine energy. Each creature of its choice within 10 feet of it must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Teleport

Cost 1

The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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 306 hit points (derived from None).

Solar has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Solar

3 tips available

When using Solar in your D&D 5e campaign, consider these tactical approaches:

  • 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.
  • 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.
  • 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

3 strategies available

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.
  • 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.
  • 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

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

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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