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.
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes five of any of these attacks, as long as they meet the requirements.
Greatsword. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Grapple. +10 to hit, reach 15 ft., one target. That target is now grappled.
Throw. Ranged Weapon Attack: +10 to hit, reach 50 ft., He must have one creature or object Grappled in order to do this attack. Damage is dealt to both the thrown and hit.
Slam. +10 to hit, one target, he takes one grappled creature or object, and slams it into the ground. The creature takes 6d10 bludgeoning and is still grappled.
Sheild. The paladin grabs into the ground, and pulls up a chunk of earth. It increases its AC to 27 for this. Must have a hand free to do so.
The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). 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.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet 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.
Sheild. The paladin gains two reactions for sheilding.
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