Large Celestial, Lawful Good
Armor Class 21 (natural armor)
Hit Points 580 (18d10 + 144)
Speed 50 ft., Fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Intimidation +18, Perception +16, Persuasion +26
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack) or 9d10 damage for a two-handed melee attack. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.

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

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:

At will: alter self (self only), detect evil and good, fireball, invisibility (self only), wall of fire

3/day each: blade barrier, dispel evil and good, resurrection(as an action)

1/day each: commune, control weather

Legendary Resistance (3/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.

Regeneration. The solar regains 20 hit points at the start of each of its turns if it has at least one hit point.

Actions

Multiattack. The solar makes two wepaon attacks and uses its Radiant Touch if it can.

Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 36 (8d8) radiant damage or 19 (2d10 + 8) slashing damage plus 49 (9d10) radiant damage if wielded two-handed. Unless the solar is [condition]invisible[condition], the sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet while within 50 feet of the solar. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light. As a bonus action, the solar can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. or reduce its glow to its normal intensity.

Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 36 (8d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 36 (8d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. The solar releases its longsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. The hovering sword’s attacks are considered one-handed.

Radiant Touch (Recharge 5-6). The solar touches a creature other than itself within 10 feet of it. If the target is good or neutral aligned, it magically regains 54 (8d10 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness. If it is evil-aligned, it must succeed on a DC 26 Constitution saving throw or take 44 (8d10) radiant damage and be blinded for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Legendary Actions

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 uses its teleport action.

Blinding Gaze (Costs 2 Actions). The solar targets one creature it can see within 120 feet of it. If the target can see it, the target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) radiant damage and be blinded until magic such as the lesser restoration spell removes the blindness.

Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Description

The solars are a select group of the most powerful angels. But there is always one leader among them, stronger than even the other solars. This leader bears the title of Archangel. The Archangel always wears a blindfold that only creatures with truesight can see through as a reminder that all power and knowledge is limited. To become the Archangel, a solar must take an oath, much like a paladin. If it ever breaks this oath, it is instantly demoted to a deva. The only ways to regain power like it once held are to redeem itself and once again abide by its oath or to turn to dark sources. If the Archangel falls from grace, the position is left vacant so long as the former Archangel lives, in hope of redemption.

Discernment. I swear to not withhold my praise and trust from those who deserve them nor to grant them to those who do not.

Justice. I will not allow those who continue to commit evil and refuse redemption go unpunished.

Loyalty. I would die for those who fight beside me, regardless of their faults.

Redemption. I swear to set a proper example, and work to heal the wounds of a deeply flawed world, because all creatures are capable of choosing to change for the better.

 

Monster Tags: Angel

Newb_DM

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