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 spellcasting 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.
Multiattack. The solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. 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 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The solar releases its greatsword 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 (4/Day). 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.
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.
It's not unusual for a creature to have multiple DCs. For example, a dragon's Frightful Presence relies on Charisma, while its breath weapon(s) relies on Constitution. As for solars, I believe their Searing Burst is based on Con, since there is precedent for that with dragons. My guess is that the DC for their Blinding Gaze and Slaying Longbow is 15 because it's not associated with an ability score, being calculated: 8+7(prof. bonus)+0.
Can it be summoned by the Gate spell?
The gate spell allows you to open a portal to a specific creature you know the name of, so if your characters is buds with a solar, for sure.
Making it a 21 CR to avoid that True Polymorph...
HJSDHKDAJL
The realization that this is just the most generic version of this statblock, was really eye-opening.
They would definitely carry Legendary Magic items, like the Holy Avenger, in addition to all the features listed here. And that’s before we consider additional traits granted by the deities they serve, or unique to individuals.
Thinking of the angel entries as a canvas to paint on has made them much more interesting.
My god you are hilarious!!!
edit: “god” lol, pun not intended.
Because the DC 15 of the Slayer Longbow is a magical item and uses its own DC rather the the Solar, the DC of Searing Burst is based off of its Con because it is using the light of its very being to blast at you, and the DC of the blind..............you’ve got me there.
Does the Slaying Longbow inflict its damage first and *then* check to see if they have 100 hit points remaining after the damage is dealt? Or is the hit point threshold for the slaying effect checked before damage is inflicted?
The DC 15 of the blind is 8 + proficiency bonus (7). There is no ability score for it.
Well, when I’m the DM I’ll say all his loot vanishes when he dies
So im one of the players in my group and we are possibly gonna fight a solar soon, we average around levels 12-14, we have 2 bards, a sorcerer, a fighter, a cleric, and a druid.
I'm looking for tactics advice on how to take a solar out. The combo that myself and one of my fellow party members came up with is a 3 caster combo at minimum and it revolves around initiative kinda. The combo is as follows: 1. first caster holds action with silence spell 2. second caster holds action with hunger of hadar 3. third caster signals the other two that they are ready to caste wall of force in a sphere centered on the solar 4. caster 1's held action goes off on the solar, same for caster 2 right after that, and then caster 3 balls it all up in the wall of force.
The silence is to stop any verbal components of spells, the hunger of hadar is to block sight so the solar cant teleport out, and the wall of force is obviously to keep the solar stuck in the other 2 spells.
I'd love to hear any criticism or flaws in this combo or suggestions for a better combo.
Thanks for reading
There's plenty of silly and borderline ridiculous stuff that a multi-caster combo can do.
Personally, I hate situations/solutions like what you're describing. While I understand that it can be fun for some people to just "solve" a combat encounter, for me it would be 1) boring, if I was the player or 2) frustrating, if I was the DM. Because at this point - why even have a game?
That said:
That seems like a good idea but your fighter is not doing anything. Maybe while the solar is thinking about the spellcasters he could go around the back back of the solor and stab him in the back.
That's clever with the Hunger guaranteeing blindness. The big problem, as others have mentioned, is just not enough damage. It's 20d6 (avg 70) + maybe 20d6 (avg 70) but likely much less since it has advantage on saves against spells and has +6 on DEX. I would think 17 DC for your level characters, so with advantage it has a 75% chance of making the saving throw
https://statmodeling.stat.columbia.edu/2014/07/12/dnd-5e-advantage-disadvantage-probability/
so think only a quarter of 70=17.5 so a total of 87.5 damage against a creature with 243 hp. After that, it's going to be at 155 hp , be able to see, and it's going to be pissed. It's also probably already used its telepathy to call for help.
I know i'm late but look at sword of zariel
Yeah we had the druid add insect plague to get some real damage in, it surprisingly worked, of course the solar had a bunch of angel minion types trying to break our concentration but somehow we all rolled amazing on concentration checks and kept it up for like 9-10 rounds, the dm was actually pretty proud of us for pulling it off, its the first time our party really put any effort into planning besides "dont die" , also kinda funny we had no idea what was happening inside the combo so we didn't know when the solar was dead and were panicking when we had to drop the combo lol
I think it just depends on the group, our dm was having a lot of fun with it and was happy to see our plan work.
I really wish that Wizards of the Coast would be more creative with their celestial designs. Instead of making them all look like winged humans for literally no reason.
Yeah but sexy angels go brrr