| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 14 | +2 | +4 |
| CHA | 16 | +3 | +3 |
Radiant Commander (Aura 15 ft.). Allied Sunborn Zealots and Solar Hounds within the aura gain:
- +1 to attack rolls
- +2 radiant damage on their first hit each turn
- Advantage on saving throws against being frightened
Sunsteel Mastery. The Captain’s weapon attacks deal an additional 1d4 radiant damage.
Solar Discipline. The Captain has advantage on saving throws against being charmed, frightened, or stunned.
Judgement of Light (Recharge 5-6). When the Captain hits a creature with a melee attack, it can force the target to make a DC 14 Con save. On a failure, the target is seared with radiant judgment, taking 7 (2d6) radiant damage and shedding bright light (10 ft.) until the end of its next turn.
Radiant Cleave. The Captain makes two Sunsteel Glaive attacks.
Solar Burst (Recharge 6). The Captain slams there glaive into the ground, releasing a controlled explosion of radiant force. Creatures of the Captain’s choice within 15 ft. must make a DC 14 Dex save or take 7 (2d6) radiant damage and be pushed 10 ft. Success: half damage, no push.
Sunsteel Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing +4 radiant damage.
Sunborn Rally. The Captain chooses one ally within 30 ft. That ally gains 5 temporary hit points.
Radiant Step (2/Day). The Captain teleports up to 15 ft. to a space in bright light or sunlight.
Solar Parry (2/day). When a creature hits the Captain with a melee attack, the Captain reduces the damage by 1d4+4 and emits a flash of light.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Opening Move
- Radiant Cleave to test the party’s frontline
- Rally a Zealot to reposition
- Push PCs toward the Solar Hound’s threat zone
Mid‑Fight
- Use Solar Burst to break formations
- Maintain the Radiant Commander aura
- Focus on whoever carries the tainted relic
If reduced below half HP
- Switch to defensive play
- Use Radiant Step to reposition
- Rally allies to prolong the fight
If all Zealots fall
The Captain becomes more aggressive, using Judgment of Light every time it recharges.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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