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Solar

Size
Large
Type
Celestial
Challenge Rating
21
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
21
Speeds
50, fly 150
Walking Speed
50
Flying Speed
150
Strength Score
28
Dexterity Score
22
Constitution Score
28
Intelligence Score
22
Wisdom Score
30
Charisma Score
30
Saving Throws
Wisdom, Charisma
Skill Proficiencies
Athletics, History, Insight, Perception, Religion
Vision
True Sight (120ft)
Languages Ref
all, telepathy 120 ft.
Hit Points
319
Condition Immunities
Charmed, Exhaustion 1, Frightened, Poisoned
Resistances
Resistant to Radiant Damage, Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage
Languages
All, Telepathy (120ft)

Large celestial


Armor Class 21

Hit Points 319 (22d10+198)

Speed 50 ft., fly 150 ft.


STR
28 (+9)
DEX
22 (+6)
CON
28 (+9)
INT
22 (+6)
WIS
30 (+10)
CHA
30 (+10)

Saving Throws Wis +0, Cha +17

Skills Athletics +16, History +16, Insight +17, Perception +17, Religion +17

Damage Resistances radiant; damage from nonmagical weapons

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., Passive Perception 27

Languages all, telepathy 120 ft.

Challenge 21 (33,000 XP)

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

Multiattack. The solar attacks twice with its holy sword.

Holy Sword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.

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.

Reactions

Forceful Parry (While Bloodied). 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

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.

Teleport. The solar magically teleports up to 120 feet to an empty space it can see.

Heal (3/Day). 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.

Deafening Command (Costs 2 Actions). 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.

Abase yourself! The creature falls prone. Approach! The creature must use its reaction. Flee! The creature must use its reaction. Surrender! The creature drops anything it is holding.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.