Huge Celestial (Angel), Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 1150 (18d10 + 144)
Speed 60 ft., Fly 180 ft.
STR
28 (+9)
DEX
20 (+5)
CON
30 (+10)
INT
28 (+9)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws DEX +13, INT +17, WIS +15, CHA +18
Skills Arcana +17, Perception +16
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Senses Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).

Divine Awareness. The solar knows if it hears a lie.

Fully Alert. The solar has advantage on initiative, has a total +10 to initiative, and cannot be surprised.

Master Dual-Focused. Countless hours have been spent mastering your mind to maintain unhindered focus on concurrent incantations, taxing as the process may be.

• If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.

• If you take damage during this time, you must make a concentration check for each spell individually.

• At the end of each turn when you have two spells you are concentrating on, you must make a constitution saving throw (DC equals 16). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.

Master War Caster. You have mastered the casting spells in the midst of combat, mastering the weave of magic grants you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands and you no longer need material components to cast spells.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and can target that creature and two others if possible.

Limited Magic Immunity. The solar is immune to spells of 3rd level or lower, unless they wish to be affected.

Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

Legendary Resistance. The Solar has 5 legendary resistances

Blessing of the First Sun. The solar regains 30 hit points at the start of its turn, this regeneration can be halted by if the solar takes cold damage.

Gaze of Mortality. The solar can see the remaining hit points of any creature within sight.

The Final Contingency. Every ten days, the Solar prepares the Contingency spell and cast the following contingency: When the Solar drops below 100 hit points, time stop is immediately cast.

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, project image

1/day each: programmed illusion, control weather, sunburst, true resurrection

Spellcasting. The solar's spellcasting ability is Intelligence (DC 25), +17 to Hit with spell attacks)

1st level (5 slots): shield, Identify, magic missilethunderwave

2nd level (4 slots): scorching rayalter self

3rd level (4 slots): fireball, lightning bolt, counterspell, dispel magic

4th level (4 slots): greater invisibilityfabricatedimension doorlocate creaturebanishment, elemental banepolymorph

5th level (4 slots): telekinesisscrying, synaptic static, wall of forceimmolation

6th level (4 slots): flesh to stone, chain lightningcircle of deathsunbeam

7th level (3 slots): teleport, power word pain, finger of death, forcecageprismatic spray

8th level (3 slots): power word stun, incendiary cloud, maze

9th level (3 slots): meteor swarm, time stop

Actions

Multiattack. The solar uses command, makes two Star-Gazer attacks or one Radiant Retribution attack..

Star-Gazer. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 36 (8d8) radiant damage.  Wal'hisk can extend his reach to 30 ft with Star-Gazer once on his turn.  If Star-Gazer drops hits a target that has taken damage, the creature must make a Constitution saving throw (DC 19) or their maximum hit points reduced by half the damage that they sustained and if they're dropped to zero hit points by this weapon they lose 1 point in two separate ability score chosen by the wielder.

Radiant Retribution. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 18 (2d12 + 5) fire damage plus 36 (8d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or die, if the creature dies every creature within 20 ft. must make a DC 17 dexterity saving throw or take 22 (4d10) fire damage.

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 60 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.

Command. The solar targets one ally it can see within 60 feet of it and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack or cast one single targeting spell if Wal'hisk cast a spell.

Healing Touch (5/Day). The solar touches another creature. The target magically regains 49 (10d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Limited Reactivity. Wal'hisk can use two reactions on his turn.

Legendary Actions

The solar can take 6 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 teleport's, 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 20-foot radius must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage plus 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.

Cast (Costs 2 Actions). The solar can cast a spell

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 23 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Curse of the Shattered Wing (Cost 3 Actions). The solar targets three creatures that it can see in a 90 ft. range of itself.  Each creature must make a DC 21 Dexterity saving throw and Intelligence saving throw.  Each creature takes 44 (10d8) fire damage, and on a successful dexterity save, half damage.  Each creature that fails the intelligence saving throw takes 39 (6d12) physic damage, is pulled back to the ground, taking damage if considered flying, and fall prone

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the solar takes a lair action to cause one of the following effects; the solar can’t use the same effect two rounds in a row:

  • Wal'hisk channels his few remaining fragments of energy from The Whispered one as he exudes necrotic energy. Creatures of his choosing within 90 ft of him. instantly take 20 (3d12) necrotic damage.
  • One creature Wal'hisk can see within 60 feet of him must succeed on a DC 24 Charisma saving throw or be banished to a point in the future or in the past. To escape, the creature must use its action to make a Charisma check contested by Wal'hisk's. If the creature wins, it escapes the time warp. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
  • Wal'hisk targets any number of creatures within 120 feet of it. No target can't regain hit points until initiative count 20 on the next round.

Monster Tags: Angel

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