Angelic Movement. The solar's weapon attacks are magical. When the solar hits with this attack, the attack deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The Hawk knows if it hears a lie.
Innate Spellcasting. The Hawk'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 Hawk has advantage on saving throws against spells and other magical effects.
Phantom Blaze. The Hawk flies through up to 3 enemies dealing 1d8+3 for the first, a 1d8+1 for the second, and a 1d4+1 for the last.
Divine Feathers. Melee Weapon Attack: +15 to hit, reach 10 ft., two targets. Hit: 10 (1d6 + 8) slashing damage plus 13 (1d8) radiant damage.
Slaying Sight. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (1d8 + 6) piercing damage. If the target is a creature that has 10 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Celestial Touch (4/Day). The Hawk touches another creature. The target magically regains (2d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness and has a +1 damage for any attack.
The Hawk can take 2 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 Hawk regains spent legendary actions at the start of its turn.
Teleport. The Haw magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Blinding Gaze (Costs 2 Actions). The Hawk targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be [condition]blinded until magic such as the [spell]lesser restoration spell removes the blindness.
Comments