Cursed Weapons. Zadfael's attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 necrotic damage (included in the attack).
Primeval Awareness. Zadfael 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: compulsion, danse macabre, dominate person
1/day each: commune, true polymorph (Denarian Form Only) Goristro
Magic Resistance. Zadfael has advantage on saving throws against spells and other magical effects.
Vicious Words. Ranged Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) psychic damage plus 27 (6d8) necrotic damage.
Honeyed Words (2/Day). Zadfael's words of kindness invade a target's mind. Zadfael targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be charmed until the the effect is dispelled.
Zadfael 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. Zadfael regains spent legendary actions at the start of its turn.
Teleport. Zadfael magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Corrupting Burst (Costs 2 Actions). Zadfale emits magical, horrific energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) psychic damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
Horrifying Gaze (Costs 3 Actions). Zadfael targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 18 Constitution saving throw or be stunned until the start of Zadfael's next turn.
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