Warped Weapons. The Corrupted Solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 8d8 psychic damage (included in the attack).
Divine Awareness. The Corrupted Solar knows if it hears a lie.
Innate Spellcasting. The Corrupted 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, plane shift
Magic Resistance. The Corrupted Solar has advantage on saving throws against spells and other magical effects.
Multiattack. The Corrupted Solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 36 (8d8) psychic damage.
Twisted Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 36 (8d8) psychic 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 Corrupted Solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Corrupted Solar can see the sword, the Corrupted 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 Corrupted Solar's hands. If the hovering sword is targeted by any effect, the Corrupted Solar is considered to be holding it. The hovering sword falls if the Corrupted Solar dies.
Healing Touch (4/Day). The Corrupted Solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Blasphemous Touch (4/Day). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 40 (8d8 + 4) necrotic damage and must make a DC 22 Wisdom saving throw or be cursed in one of the following ways:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
The Corrupted 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 Corrupted Solar regains spent legendary actions at the start of its turn.
Teleport. The Corrupted Solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Withering Burst (Costs 2 Actions). The Corrupted Solar emits magical, evil energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 21 (6d6) psychic damage plus 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Aberrant Gaze (Costs 3 Actions). The Corrupted 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 24 Wisdom saving throw or suffer from short term madness. If the saving throw fails by 5 or more, the target suffers from both short and long term madness, and if the save fails by 10 or more, the target also gains a flaw from the indefinite madness table.
Description
Solars are incredibly rare beings, with only twenty-four in existence at any given time. They are immensely powerful champions of good that use their strength to stave off cosmic level threats to the balance of good and evil. The only thing worse than the death of a solar, is the corruption of one. When a solar is cut off from the divine energy of the Upper Planes for too long, their bodies naturally begin use whatever energy is available to sustain themselves. If a solar in this situation uses energy derived from the Lower Planes or the Far Realm for too long, the solar will begin to embody the physical manifestations of this new energy source and their personalities will change to align as well.
Corrupted solars who feed on energy from the Lower Planes begin to take on a more demonic appearance, beginning with paling or blackening of the skin, and souring of the attitude, eventually culminating in the absolute corruption of all good inside themselves as well as physical changes that can range from skeletal or bat like wings, horns, spines, or tails.
Corrupted solars who feed on energy from the Far Realm begin to take on a more aberrant appearance, beginning with the loss their hair, skin becoming translucent, and a twisting of the mind that leads the corrupted solar to the edge of madness, eventually culminating in a twisting of both mind and body that leaves them as the antithesis a being of divine lineage. Physical changes may include fleshy growths and tendrils, additional eyes or mouths, and the growth of additional limbs or merging of existing ones. Mentally, a solar corrupted by Far Realm energy is, by any metric, completely insane, with the vastness of their powerful mind having been twisted into convoluted patterns that speak of ancient secrets and lost knowledge amid the screams of the deranged.
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