Angelic Weapons. Corgram'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. Corgram knows if he 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. Corgram has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes two greatsword attacks.
Greatsword. Target takes 10d20 slashing damage. Range of 20 ft.
Godly Blast. Target takes 5d20+50 fire damage. Range of 60ft. If this hits a holy symbol held by an ally, it is absorbed into the being holding said symbol and that being gains 2d20 health while it is within 40 ft of Corgram.
Healing Touch (4/Day). Corgram touches another creature. The target magically regains 40 (10d12 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Corgram 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. Corgram regains spent legendary actions at the start of its turn.
Teleport. Corgram 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). Corgram 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). Corgram 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.
Description
The god of holy and righteousness.
Lair and Lair Actions
Corgam resides in the Outlands, a distant dimension of holy magic. To get here, you must have Vireal the Outrider fly you there.