Angelic Weapons. The Aspects's weapon attacks are magical. When the aspect hits with any weapon, the weapon deals an extra 6d8 cold damage (included in the attack).
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)
Worldly Caster. The Aspect may cast any spell from any point up to 30 ft. away from itself.
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Absolute Zero. The Aspect's attunement with the very existence of the cold has made the land around it harsh. Any living creature within 50 ft. of the Aspect must make a CON saving throw (DC 20). An extra status (Freezing) with several effects will tick up by 2 on a failed save, and by 1 on a passed save. If the target has a resistance or immunity to cold, subtract 1 from the added number.
0. The Default state.
1. The creatures speed is reduced by 10 ft.
2. The creature suffers disadvantage on ability checks or attack rolls.
3. The creature has disadvantage on saving throws.
4. The creature is paralyzed, and can only be thawed by means of a greater restoration spell or the application of constant, gentle heat over 1 day per 5 pounds the creature weighs. A creature that is restored from freezing in this way possesses 5 levels of exhaustion.A creature that is reduced to 0 hit points while possessing 4 or more levels of freezing is shattered.
5. The creature is petrified and possesses vulnerability to fire damage.
Multiattack. The solar makes two palm attacks and one spell.
Palms of Eternal Frost. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 13 (3d8) cold damage. The target must make a CON saving throw (DC 13) or tick upward by one in freezing.
Grapple of Absolute Zero. Melee Special Attack: reach 20 ft, one target. The Aspect of Absolute Zero and target must make an opposing Strength check (+9). If the target fails, he is restrained, takes 8d6 cold damage and after each successive turn restrained, takes 2 ticks of freeze.
The Aspect 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 Aspect regains spent legendary actions at the start of its turn.
Teleport. The aspect magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Arctic Influence (Costs 2 Actions). The aspect causes a tremor and wave of sleet in the 30 ft. directly surrounding it. All other creatures must make a DEX save (DC 15) to avoid being blasted with the time-slowing vapor. All creatures take 8d6 cold damage and one tick of freeze, as well a -5 modifier to initiative on there next turn on a failed save. On a successful save, the target takes half damage and avoids all special modifiers.
Freezing Gaze (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 15 Constitution saving throw or be petrified until magic such as the lesser restoration spell is used or the Aspect of Absolute Zero is killed.
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