Lesser Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 22). 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, antilife shell
1/day each: programmed illusion, control weather, sunburst
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Spellcasting. The solar's spellcasting ability is Intelligence (spell save DC 23, +16 to Hit with spell attacks)
1st level (4 slots): shield, Identify, magic missile, jump, thunderwave
2nd level (3 slots): scorching ray, mirror image, hold person, alter self, nystul's magic aura
3rd level (3 slots): hypnotic pattern, fly, lightning bolt, clairvoyance
4th level (3 slots): greater invisibility, fabricate, dimension door, locate creature, banishment
5th level (3 slots): mislead, telekinesis, scrying, synaptic static, wall of force
6th level (3 slot): flesh to stone, chain lightning, disintegrate,
7th level (3 slot): simulacrum, teleport, crown of stars
8th level (3 slot): feeblemind, demiplane, power word stun
9th level (2 slot): meteor swarm
The Remnant's Gift. The solar regains 15 hit points at the start of its turn, but this regeneration is halted if the solar takes radiant damage.
Legendary Resistance. The Solar has 5 legendary resistances
Dual-Focused. Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.
• If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
• If you take damage during this time, you must make a concentration check for each spell individually.
• At the end of each turn when you have two spells you are concentrating on, you must make a constitution saving throw (DC equals 8 + both spells' levels combined). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.
Limited Magic Immunity. The solar is immune to spells of 3rd level or lower, unless they wish to be affected.
Gaze of Mortality. The solar can see the remaining vitality of any creature within sight.
Multiattack. The solar makes two Wispblind attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 27 (4d8) radiant damage.
Flying Sword. The solar releases its sword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet 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.
Healing Touch (3/Day). The solar touches another creature. The target magically regains 20 (6d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The solar can take 5 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 15-foot radius must make a DC 22 Dexterity saving throw, taking 14 (6d6) fire damage plus 14 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Cast (Costs 2 Actions). The solar can cast a spell
Curse of the Shattered Wing (Cost 3 Actions). The solar targets three creatures that it can see in a 120 ft. range of itself. Each creature must make a DC 24 Dexterity saving throw and Intelligence saving throw. Each creature takes 6d8 fire damage, and on a successful dexterity save, half damage. Each creature that fails the intelligence saving throw takes 4d6 physic damage, is pulled back to the ground, taking damage if considered flying, and fall prone
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