Angelic Weapons. The solar'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. The solar knows if it 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: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes two greatsword attacks.
Warmace of Kord. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 33 (10d4 + 8) bludgeoning damage plus 27 (6d8) radiant damage.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Thunderous Devastation (Costs 2 Actions). The Demisolar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Strength saving throw. On a failed save each creature takes 14 (4d6) Thunder damage plus 14 (4d6) radiant damage and is knocked prone. On a successful one, the damage is halved without being knocked prone.
Voice of Hurricanes (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 23 Constitution saving throw or be deafened until magic such as the lesser restoration spell removes the deafness. A creature, deafened in this way becomes frightened of Zephyr for the duration of the deafness. Any creature of fitting intelligence understands the words spoken.







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