Cursed Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 4d6 necrotic damage
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Strength (spell save DC 21). 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, hold person
1/day each: sunburst, geas
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes two Nepenthe attacks, one Slaying Longbow attacks, or 5 slam attacks
Nepenthe. Melee Weapon Attack: +15 to hit, reach 5 ft., deals 1d8 slashing damage on hit. If a fiend or undead is hit, it deals and additional 2d10 radiant damage. Each allied creature in a 10ft radius has advantage on saving throws against spells and other magical effects
Slaying Longbow. Ranged Weapon Attack: +13, to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 20 (4d8) necrotic 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 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 50 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.
Slam. Melee Weapon Attack: +7 to hit reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Stone Shift: Axiro is able to deconstruct his body and reconstruct a new body for himself within a 30ft radius, and only if he is still within the chapel. He does regains 8 (2d4+3) hit points when doing so
Stone Shield (Recharge 5–6). When Axiro takes damage for the first time each round, he summons a rudimentary shield made of stone that protects him against 26 (4d10+6) damage from magical and non magical attacks
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.
Nepenthe: makes one attack with Nepenthe
Searing Burst (Costs 2 Actions). The solar 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). The Axiro 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
Residing in a crumbling, overgrown, abandoned chapel, Axiro and his followers have been bound to the stone of the earth for crimes against the heavenly pantheons.
The chapel is overgrown with red flowers on black vines, the same vines that grow over Axiro
Axiro sits in the center, and in a dormant state is a crumbled, broken statue, with peices of himself on the ground
When he becomes active, the pieces are raised from the ground by the black vines, and reattach to Axiro, so he is a crumbled overgrown statue with red flowers growing on his body. He has wings of stone, but they provide limited flight.
Lair and Lair Actions
When Axiro falls to half health or less, on initiative count 20, summons 2d10 Stone Cursed to fight for him that fall after him in the initiative order, and retreats into the stone with full hide stats until Stone Cursed are defeated
When in abandoned chapel , has appearance of a crumbled statue made of stone, with a solid, real sword. When someone picks up the blade, must succeed a dexterity save throw DC 17 or be grappled by Axiro, making a strength save throw DC 16 at the star of each of their turns
When Axiro dies, the chapel in which he was bound crumbles to dust, players have 4 (1d6+3) minutes to get out before it crumbles on top of them
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