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.
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes 3 Longbow attacks.
Slaying Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 8) piercing damage plus 27 (6d8) radiant damage. Target makes a DC 15 Con Save or else the arrow forks to another target.
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.
Quick Shot (Costs 2 Actions). Take Another Shot
Healing Touch(Costs 2 Actions) (4/Day). Cast Healing Touch.
Lair and Lair Actions
The throne room is Artorius's lair and on initiative 20 each party member takes a D6 for each arrow stuck in them. They can use an action to remove the arrows.
Comments