Large Celestial (Angel)
AC 21    Initiative +20 (30)
HP 350 (28d10 + 176)
Speed 50 ft., Fly 150 ft.
Mod Save
STR 26 +8 +26
DEX 22 +6 +24
CON 26 +8 +26
Mod Save
INT 25 +7 +25
WIS 25 +7 +25
CHA 30 +10 +28
Skills Perception +14
Resistances All
Senses Truesight 120 ft.; Passive Perception 24
Languages All, Telepathy 120 ft.
CR 24 (XP 62,000; PB +7)
Traits

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

Exalted Restoration. If the True Solar dies outside of The Forge, his body disappears, and it gains a new body instantly, reviving with all his Hit Points in The Forge. If the True Solar dies inside The Forge, he respawns instantly, rather than taking 7 years to reform like the rest of the known celestials to the DnD gods...

This is because this Solar does not serve the DnD gods. This Solar walks alongside the one playing master of the realms. The child playing master is a child of The One and Only True God and this child pulls the strings of time in the realms to remove false gods within Chosen Heroes journeys. 

The Forge is another dimension outside of the dimensions known to all DnD gods. 

There are 24 known solars in within all realms surrounding Eldoria. None ever as powerful as Aletheon. 

Legendary Resistance (4/Turn). If Aletheon fails a saving throw, he can choose to succeed instead. He takes 0 damage on saves and every ally within his wings cover 10' saves with 0 damage taken. 

Magic Resistance. Aletheon has Advantage on saving throws against spells and other magical effects.

Liberate The Oppressed:  When bound - break all binds and build armies. Binds have no effect on him. They will appear as an illusion of binding if Aletheon chooses. When he chooses not to entertain any illusion of him being bound, all allies within 120 feet become unbound from anything caging, chaining, or imprisoning them. Any material binding them is instantly shattered, such as chains, locks, using the least amount of force to unbind, yet destroying the items that bind., 

Actions

Time Stop by the child. Aletheon takes 4 actions for each enemy creature CR 7 or  higher within 120'. All Creatures CR 6 and below are auto killed  by Aletheon by 2 attack actions. 

Summon Planetar (1 per turn as an action)

Multiattack. Aletheon makes 2 Flying Sword attacks. He 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 50 1d100 or (10d10) 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 100 Radiant damage.

Spellcasting. Aletheon 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 GoodSummon

7/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

Bonus Actions

Divine Aid (3/Turn). The solar casts Cure Wounds (level 9 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting. Resurrection. 

Reactions

Solar can take a turn during any action within the forge and outside of the material planes. He controls steps through time and space at will.

Within material planes he moves 4 times faster than any other known forms. This becomes a compounding factor when fiends are present. 

When he or any allies of his are attacked Aletheon can teleport. Any eye that can see Aletheon is a portal for him to teleport to, within 5' to 600' of the pupil upon him. He can see through and travel through the eyes of those who carry the forge light with them as his portals, to and from the forge. 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Aletheon 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: 20 (4d10) Radiant damage. Success: Half damage.

Description

There are 24 known Solars in within all realms surrounding Eldoria. None ever as powerful as Aletheon. 

Solars stand as the final line of defense between unspeakable evils and the order of the multiverse. They are the servants of just deities and ageless forces of good. Their interests span the planes, but they rarely intervene in conflicts on the worlds of the Material Plane. When they act, they lead vast angelic hosts and wield holy weapons capable of laying low the wickedest Fiends.

Solars can resurrect the dead and often use that power to enlist mortal aid. They bestow grand, new purposes on those they return to life. Solars don’t enforce these destinies, but they trust in the potential of mortals to achieve great things.

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