Blessed Weapons. Bah-Rhest'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. Bah-Rhest knows if she hears a lie.
Appeal. To make an attack against this creature you must first make a wisdom saving throw of DC 21.
Innate Spellcasting. Bah-Rhest is an intrinsic spellcaster. She has the following spells prepared:
Cantrips (at will): Friends, Sacred Flame
1st-level spells (at will): Sleep, Charm Person, Command, Heroism
2nd-level spells (8/day): Calm Emotions, Siren’s Whisper, Enthralling Allure, Suggestion, Zone of Truth
3rd-level spells (6/day): Motivational Speech, Incite Greed, Fast Friends, Enemies Abound
4th-level spells (4/day): Charm Monster, Dominate Beast, Raulothim’s Psychic Lance
5th-level spells (3/day): Dominate Person, Hold Monster, Geas, Modify Memory, Synaptic Static
6th-level spells (2/day): Mass Suggestion, Otto’s Irresistible Dance
7th-level spell (1/day): Teleport
8th-level spells (1/day): Antipathy/Sympathy, Dominate Monster
9th-level spell (1/day): Psychic Scream
Magic Resistance. Bah-Rhest has advantage on saving throws against spells and other magical effects.
Multiattack. Bah-Rhest makes two Gloryhammer attacks.
Gloryhammer. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Booty Drop. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant 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.
Electronic Yo-Yo. Bah-Rhest releases her Gloryhammer 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.
Sexual Healing (4/Day). Bah-Rhest touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Bah-Rhest 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. Bah-Rhest regains spent legendary actions at the start of her turn.
Teleport. Bah-Rhest magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Orgasmic Burst (Costs 2 Actions). Bah-Rhest emits magical, divine energy. Each creature of her 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.
Golden Flash (Costs 3 Actions). Bah-Rhest targets one creature she can see within 30 feet of it. If the target can see she, 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.
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