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.
pls someone answer this
It's not "for no reason", the angels have that appearance because that's what angels have always looked like in art, and there's plenty of Celestials besides angels, like Empyreans, Ki-Rin, and Unicorns.
https://rpg.stackexchange.com/questions/107191/does-the-saving-throw-for-a-solars-slaying-longbow-occur-before-or-after-the-da/107192
First caster casts spell. Solar teleports behind him assuming you didn’t spread out searing burst for 14(4d6) plus 14 (4d6)damage on failed dc. If your casters have the same initiative wait till final caster casts unless it is to complete the held spells and teleport behind. Saving throw for searing burst of 23 with disadvantage. 14(4d6) damage and 14(4d6) damage for any failed. Pretty much entire party is getting hit unless someone had charged. All spells cast that use line of sight failed spell slots used up. If 3 casters were ready to cast last caster standing blinding gaze save. All prone characters who fell to 0 solar gets a free attack. If blinding gaze lands they are considered moving through solars space free attack. Multi attack with that holy avenging greatsword. Looks around for who is next to attack on its turn. After it’s turn it gets all of those legendairs back. So it might do all of them again in the same turn. Also I would have solars completing 20 character levels of a class after 10k years so anything your going to fight is going to be near impossible. Eternity is a long boring time for a being of immense power to die to creatures living for 100-200 years.
It would be cool to see some Old Testament style angels, because those monsters are terrifying.
Personally, I would rule so that the longbow is magical and deals 2d8 damage and that the save's DC would depend on the user's Charisma or Dexterity. I'd leave the damage dice cuz longbow is a ranged weapon, so it uses Dexterity and therefore its damage shouldn't be affected by the user's size. It would also obviously be a legendary item and you could force the save only once per dawn or something. And its range should remain 150/600
Geez, this boii slaps
Actually, no. Solars are made to do god's bidding. Some are bodyguards, some are warriors. But no god PREFERS solars as their guard. They prefer something with a personal touch. Like Bahamut's seven ancient dragons. Or Correllon with art elves.
It flat out says the weapons deal 6d8 radiant because they are themselves angelic. I'd say that's the bonus they get, if they can even lift them. Rune Knight, Pact of the Blade or Eldritch Knight, Duergar should be able to bond with it and id allow them full Solar stats. You know how many thinds stronger than the guy holding it are gonna want that? That PC just painted a target on themselves.
so cool
I think it could beet the Tarrasque
I also had the idea that angels (excluding said other celestials) would have different appearances, so not ALL of them would look human.
I would agree with this. Solars are built up to be super powerful - far beyond dragons. But there stat blocks just aren't that much more powerful. I think part of it is the bias D&D has towards players and part of it is that they want to make monsters fun and fightable. Really, Solar probably shouldn't be a fightable monster at all, by the lore. However, Wizards has made all the powerful devils and demons fightable, so they wanted to do the same for angels. If I ran a Solar in my campaign, I would be very tempted to give them both cool equipment (maybe that vanishes when they die, or maybe that players can even get) and some class levels. I would also almost certainly run Solars (and most other angels for that matter) as being basically unkillable. All angels already have the Immortal Nature trait (Monster Manual, pg. 15). That only mentions not needing food, drink or sleep, but I would apply it in this case to simply vanishing back to the celestial plane when they die. That's how avatars of gods are handled. That gives players the chance to meet these super powerful angels and possibly defeat them, without it being canon that a level 14 party can just mop the floor with a Solar - or even a more generic Planetar or Deva. It should also be noted that if a party does manage to kill (or, honestly, even defeat) a Solar, the deity who they're associated with is going to be pissed and out for blood. That is a not a situation a party wants to be in.
I do think it makes for a lot of fun, and makes a lot of sense, for a party to be able to defeat a solar and to make them essentially disappear and have to reconstitute themselves.
Wait...Solars can't create sunlight?
Yes it does extra damage, as per the Dungeon masters guide the extra damage comes from it's size. A medium great sword is 2d6 and it increases 2d6 for each size category so a large a large great sword is 4d6. When wielded by a creature smaller than large that creature has disadvantage on the attack.
The sword in this stat block is not magical but solar's weapons are often immensely magical artefacts for example the sword of zariel.Killing a solar is a massive deal.
I would rule the Greatsword and Longbow are Legendary items-One of 24 in existence. They would likely require attunement.
The Greatsword is a 4d6 Slashing weapon, that can be made to hover as an action. As a bonus action afterward, the sword can fly and/or strike a target 50 ft away, or return to the user's hand.
The longbow is a 2d8 piercing weapon. If it hits a target with 100 hp or fewer, they must succeed on a DC 15 Constitution Saving Throw, or die instantly, as the arrow explodes in a radiant burst of light, leaving the body intact, but lifeless.
If you piss one off, you have about 6 seconds to live.
then can take what ever you see fit to what the roll like they roll a nat 1 they get money but not its weapons
Immortal Nature. An angel doesn’t require food, drink, or sleep.
One wonders why air and age aren't on this list for these interplanar divine entities to ignore (I guess "immortal" is going to cover aging, but... its not there...).
I'd love to have a Solar as my fated mate.