Mod | Save | ||
---|---|---|---|
STR | 26 | +8 | +8 |
DEX | 22 | +6 | +6 |
CON | 26 | +8 | +8 |
Mod | Save | ||
---|---|---|---|
INT | 25 | +7 | +7 |
WIS | 25 | +7 | +7 |
CHA | 30 | +10 | +10 |
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.
Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection
Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 3. Immediately after another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.
Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can’t take this action again until the start of its next turn.
Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.
Now, this is admittedly godlike.
Being able to just kill anything below 100 HP with the Slaying Bow is crazy cool. This version of a Solar makes it much them much stronger and more interesting. However, I can't think of any scenario where the average party is evil enough to warrant fighting the servant of a deity. I suppose if the Solar was dedicated to protecting an artifact the party needs in order to defeat a super overpowered villain, they party might fight the solar for the artifact, but otherwise I don't see any reason they might fight something like this, and good thing too since even a level 20 party could get stomped by this thing.
Why do Solars not have proficiency bonuses for any saving throws? Bug? Feature?
Probably yet another misprint, pretty common in this one, just look at the Archmage AC and Initiative, Cultist Hierophant AC, Bandit Deciever who only has reactions etc... But honestly this thing has permanent advantage on magic and legendary resistance plus essentially just kills 1 target per turn almost guaranteed on top of +20 initiative, it probably doesn't need proficiency in saving throws.
I love it, but really wish the Celestials in this book got a full Cleric spell list like the used too in 3.5e. Probably too powerful, but it was scary as hell fighting them.
I believe this is a feature, make monster's save bonus not too oppressively high on top of both MA and LA that players just give up using save throw ability.
Yes, with magic resistance the Solar's dexterity saving throw will average to approximately 19. To provide proficiency on top of that would result in the Solar's lowest saving throw averaging above 25. The Solar is meant to be CR 21, and statically succeeding on all saving throws against spells and magic effects is too strong (likely for any CR but certainly for CR 21 with its other capabilities).
So how is the initiative bonus calculated now? Its clearly not just the Dex modifier anymore
This creature (and many legendary creatures) have expertise in initiative. This means that they add twice their proficiency bonus (in this case, +7) to their initiative, in addition to their dex modifier.
Just a Fyi that in older editions & lore, the way angels dying worked was the opposite of Demons/Devils. An angel that dies on Mount Celestia would resurrect & gain a new body immediately, but one that dies elsewhere (Say on the material plane) died permanently. Personally I think this fits them better, and makes their actions all the more good/selfless/heroic, as they're actually risking their immortal lives when they help. and its a solid explanation for why they don't get directly involved in the blood war.
The solar deals a lot of damage and he kills fast but he lacks the divine magical aura. No wonderous powers, nothing to heal or to help like a true demigod of mercy would. nothing to cure diseases, no large scale power like earthquake or weather control, no wish. It's a thing to simplify a game but when you create a demigod leading armies of angels, you have to open the taps and let the powers flow.