Large Celestial (Angel), Lawful Good
Armor Class 21
Hit Points 297 (22d10 + 176)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Skills Perception +14
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Divine Awareness. knows if it hears a lie.

Exalted Restoration.  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 fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack.  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.  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

Bonus Actions

Divine Aid (3/Day).  Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

Legendary Actions

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.

Description

Blizzard Herald – Visual Description

The storm parts—not peacefully, but as if forced aside.

Descending through the screaming wind is a towering, radiant figure wreathed in blinding white light. Vast wings of ice and frozen air unfurl behind it, each feather a razor-edged shard of crystal frost. Where its wings beat, the blizzard bends, snow hanging motionless for a heartbeat before being hurled outward in violent waves.

Its armor resembles ancient plate sculpted from polished ice and star-bright metal, etched with runes that glow a cold, pitiless blue. Beneath the helm, no mortal face looks back at you—only a hollow mask of frozen light, burning with the intensity of a winter sun.

In its grasp is a massive blade of condensed radiance, longer than a man is tall. The weapon hums with restrained power, shedding flakes of light that freeze solid before striking the ground.

When the Herald speaks, it does not raise its voice. The sound arrives inside your chest instead—calm, absolute, and utterly unconcerned with your survival.

The blizzard does not obey it.
The blizzard announces it.

Previous Versions

Name Date Modified Views Adds Version Actions
3/21/2026 2:41:24 AM
1
1
1.0
Coming Soon

Habitat: Planar (Upper Planes)

NinetySixProof

Comments

Posts Quoted:
Reply
Clear All Quotes