Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
all, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Environments
Traits
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.
Innate Spellcasting
The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance
The solar has advantage on saving throws against spells and other magical effects.
Actions
Flying Sword
The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Greatsword
+15 to hit, reach 5 ft (1.5 m). Hit: 4d6 thunder 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
The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Multiattack
The solar makes two greatsword attacks.
Slaying Longbow
+13 to hit, range 150/600 ft (45.7/182.9 m). Hit: 2d8 thunder damage.
Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Legendary Actions
Blinding Gaze
The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Searing Burst
The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Teleport
The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
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 243 hit points (derived from 18d10+144).
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
GM Tips: Using Solar
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
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.
-
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
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..
Related D&D 5e Content
Related D&D 5e Content
Explore more about celestial creatures and D&D 5e mechanics:
Related Creatures
Aklea
Celestial · CR 22
Lich
Undead · CR 21
Ancient White Dragon
Dragon · CR 22
Adult Gold Dragon
Dragon · CR 20
Fallen Solar
Celestial · CR 21
Pit Fiend
Fiend · CR 20