Otherworldly Weapons. Valerix's weapon attacks are magical. When Valerix hits with any weapon, the weapon deals an extra 4d8 radiant damage and 4d8 necrotic damage (included in the attack).
Divine Awareness. The Valerix knows if it hears a lie.
Legendary Resistance (5/Day). If Valerix fails a saving throw, she can choose to succeed instead.
The Border God. Valerix is always under the effects of the protection from evil and good spell.
Magic Weapons. Valerix's weapon attacks are magical.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:
At will: counterspell, detect evil and good, dominate monster, fireball, hellish rebuke (as a 6th level spell), holy weapon, invisibility (self only), mass healing word (as a 9th level spell), telekinesis
3/day each: blade barrier, dispel evil and good, dispel magic, divine word, resurrection
1/day each: commune, control weather
Magic Resistance. Valerix has advantage on saving throws against spells and other magical effects.
Regeneration. Valerix regains 30 hit points at the start of his turn.
Multiattack. Valerix makes two glaive attacks and two Corrupting Touch attacks. He can teleport up to 30 feet between each attack.
Glaive. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) slashing damage plus 18 (4d8) radiant damage and 18 (4d8) necrotic damage.
Corrupting Touch. Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: 9 (2d8) radiant damage and 9 (2d8) necrotic damage plus 9 (2d8) force damage plus 9 (2d8) psychic damage. The creature must then succeed on a DC 26 Charisma Saving throw or be stunned for one minute. The creature can remake this save at the end of their turn, ending the effect on a success. If the effect lasts for the full duration, the creature is cursed. Their alignment changes to lawful evil, they cannot recover hit points during short rests, and they have disadvantage on all Constitution and Wisdom saving throws. This lasts until a greater restoration spell is cast on the affected creature
Healing Touch (10/Day). Valerix touches another creature. The target magically regains 54 (10d8 + 9) 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. Valerrix magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst. Valerix emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 26 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.
Chill Burst. Valerix emits awful, fiendish energy. Each creature of its choice in a 10-foot radius must make a DC 26 Dexterity saving throw, taking 14 (4d6) cold damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 2 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 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
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