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.







    
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Posted Jul 6, 2023As the other guy said, the weapons are larger and therefore deal more damage, however it means that anyone smaller than large can't use these efficiently. Except if they grow to that size.
Also as an extra consideration, it makes sense to give these creatures magical weapons, like a +3 greatsword or even the legendary items. In fact, due to their nature they could hold artifacts just as well.
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Posted Jul 17, 2023YES
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Posted Jul 26, 2023Weapon damage is based on the size of the Weapon not the creature holding it. Using a Weapon too large for the creature using it causes disadvantage. 278 of the dmg. The radiant damage is from the Solar itself, even explained in the stat block, for reference.
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Posted Aug 14, 2023Fr
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Posted Aug 15, 2023My party has to get the bow string from one of these to create a powerful magic item to get back their dragon wyrmling
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Posted Aug 15, 2023I'm a member of that party. We are all level 5s. Goodbye cruel world.
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Posted Aug 17, 2023I hope you consider all of your options, not only for getting the string, of which thieving might be the only viable option if you are still level 5s at the time. But also consider if this magic item is the only option for getting your dragon back, also consider who told you it is the only way, and if they are trustworthy.
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Posted Aug 21, 2023Also you are a filthy metagamer for looking at this article
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Posted Aug 29, 2023Smash.
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Posted Oct 29, 2023Asking this question for no reason at all. Does a well kitted out level 20 party (five players) have a chance against one of these that has 20 class levels in both sorcerer and fighter (Gestalt divine soul sorcerer champion fighter) and is wielding a Holy Avenger great-sword. What would be the best approach?
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Posted Dec 17, 2023What does the Holy Avenger do for a Solar? It has magical resistance and a +15 to hit.
Similarly, it has 240 hp, so yeah 5 level 20 players should still run him over unless you're playing the Solar's 150 flight speed and bow's range against them.
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Posted Jan 31, 2024It's considered an oversized weapon. If you are medium, you have disadvantage using it. You are correct about the radiant damage damage going away.
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Posted Mar 20, 2024Why do planetars have flame strike, while solars don't? Quite strange.
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Posted Mar 21, 2024Re: Flame Strike, I'm guessing it's because the Solar's "Searing Burst" does the same amount and type damage, but is useable each round - having Flame Strike in addition seems a bit needless.
If you're thinking that the name "Solar" implies that they ought to have even more fiery magic powers, maybe imagine that a Planetar summons the divine light of a star, whereas a Solar embodies it? That's my kind of read on it.
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Posted Apr 8, 2024"If the hovering sword is targeted by any effect, the solar is considered to be holding it" what exactly does this mean? just that the solar takes damage or suffers spell effects through its sword?
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Posted Apr 12, 2024Yes
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Posted Aug 13, 2024Some spells or class / subclass features interact with what a creature is holding, so for those effects, say Heat Metal, Telekinesis or Battlemaster's Disarming Attack (and so on), the Solar is considered to be holding their weapon when its flying around.
Outside those kind of effects, the Solar's Flying Sword just cruises through AOEs like Fireball without any impact on the Solar.
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Posted Sep 28, 2024Could a Solar detect a lie by omission?
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Posted Nov 2, 2024agreed
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Posted Nov 24, 2024I think that it checks after the damage is dealt based on the difference in wording between this ability and Power Word Kill. Power Word Kill says "If the target has 100 hit points or fewer, it dies. Otherwise, it takes 12d12 points of psychic damage". This ability specifies the damage first and then has the death part as a rider, instead of the other way around. This means that the target of the slaying longbow would make the save against death if the damage from the longbow puts them below 100 hit points.