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Solar

Large · Celestial · CR 21 · Lawful Good

Source. 5e 2024 Rules
Armor Class
21 (natural armor)
Hit Points and Hit Dice
297 (22d10 + 176)
Challenge Rating CR
21

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
22
+6
CON
26
+8
INT
25
+7
WIS
25
+7
CHA
30
+10

Overview

Category Monsters
Size Large
Type Celestial
Alignment Lawful Good
XP 33000
Initiative Bonus +20

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)
Hover Yes

Senses

Truesight 120 ft (36.6 m)
Passive Perception 24

Saving Throws

Strength +8 Dexterity +6 Constitution +8 Intelligence +7 Wisdom +7 Charisma +10

Skills

Perception +14

Languages

All; telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
poison, radiant
Condition Immunities
charmed, exhaustion, frightened, poisoned

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

Flying Sword

Cost 1

+15 to hit, reach 10 ft (3 m). Hit: 4d6+8 slashing damage.

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

Multiattack

Cost 1

The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.

Slaying Bow

Cost 1

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

Cost 1

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

Blinding Gaze

Cost 1

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

Cost 1

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.

About Solar

Solar is a large celestial with a Challenge Rating of 21. It has a lawful good alignment.

In combat, this creature maintains an Armor Class of 21 and possesses 297 hit points (derived from 22d10 + 176).

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

GM Tips: Using Solar

2 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.
  • 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

2 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.
  • 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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