Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
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)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) 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 greatsword 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.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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 magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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.
Blinding 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 blinded until magic such as the lesser restoration spell removes the blindness.







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Posted Apr 12, 2019Daddy?
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Posted Jun 28, 2019When the solar dies and my party loots the dead body, what are the rules surrounding the weapons? The weapons obviously no longer deal radiant damage but do they still do the extra damage?
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Posted Jun 29, 2019They have an out of this world government. It's the Solar System.
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Posted Jul 2, 2019It does extra damage because the Solar is a large creature. When you increase a creature size's, they do double damage. The same can be seen for the longbow attack.
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Posted Jul 2, 2019Thanks. That clears things up.
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Posted Sep 12, 2019lol ikr
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Posted Nov 3, 2019Why isnt there any lore on this?
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Posted Nov 15, 2019They are just body guards for gods
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Posted Dec 27, 2019no just magical
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Posted Feb 15, 2020😎
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Posted Feb 15, 2020Depends on how you're doing the campaign
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Posted Mar 1, 2020With Xanathar's Guide's crafting a magic item rules, you could make your players conquer one of these in order to obtain a Holy Avenger. I like that.
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Posted Mar 5, 2020By those rules, they don't need to defeat it in combat specifically, just need to seek out it's aid for the creation of the weapon. So they would find one and request a feather from it's wings or something like that.
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Posted Mar 5, 2020Generally, it implies you must defeat it. It's just that it may be a guard, rather than the corpse having the material.
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Posted Mar 5, 2020I was referring to where it suggests that crafting a staff of charming would require the cooperation of a specific arcanaloth that would only help if the characters complete a task for it. My thinking is that Solars are especially rare and powerful to the point that MM mentions that there are only 24 of them in existence. Sure you could go the route of having the characters fight it in combat but completing a task for the Solar or passing a trial would also be extremely fitting.
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Posted Mar 26, 2020Was going to have my party fight this but they would only be level 11 by then. Do you think they should fight it?
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Posted Apr 13, 2020I just think that the Solar will crush your party.
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Posted May 11, 2020The text says "When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage." This implies that it's not the weapon itself that hold the power, but the Solar holding it. That said, there is absolutely nothing wrong with having the weapon also be magical. It would make sense for a powerful messenger of a god to have such a treasure. It would be something in addition to the monster's base stats though.
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Posted May 27, 2020All angels - devas, planetars, and solars - have the Immortal Nature trait. It's not in their individual stat blocks, however; it's in the general description of angels. (Monster Manual page 15)
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Posted Jun 8, 2020Why are the DCs from the Solar's abilities all over the place? Spell save DC 25 makes sense since it's a Charisma caster. But where does the DC 23 come from for Searing Burst (it is casting that with STR or CON somehow?) and the DC 15 CON save for both Blinding Gaze and Slaying Longbow.
I mean, I understand "why" from a game perspective - DC 25 save or be blinded so bad that only magic can save you or you just DIE is brutal and 5e isn't big on save or die mechanics in general. What I'm more curious about are where the numbers come from - the 23 and the 15.