Large Celestial, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 424 (18d10 + 144)
Speed 60 ft.
STR
25 (+7)
DEX
22 (+6)
CON
26 (+8)
INT
27 (+8)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws CON +15, INT +15, CHA +14
Skills Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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 missilejumpthunderwave

2nd level (3 slots): scorching ray, mirror image, hold person, alter selfnystul's magic aura

3rd level (3 slots): hypnotic pattern, fly, lightning boltclairvoyance

4th level (3 slots): greater invisibilityfabricatedimension doorlocate creaturebanishment

5th level (3 slots): misleadtelekinesisscrying, 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): feebleminddemiplane, 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.

 

Actions

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.

Legendary Actions

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

Monster Tags: Angel

Playing

Comments

Posts Quoted:
Reply
Clear All Quotes