Armor Class 22 (natural armor) Hit Points 364 (27d10 + 208) Speed 50ft., fly 150 ft.
STR DEX CON INT WIS CHA
26(+8) 22(+6) 26(+8) 25(+7) 25(+7) 30(+10)
Saving Throws Int +14, Wis +14, Cha +17
Skills Perception +14 Damage Resistances acid, cold, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, petrified, poisoned Senses truesight 120 ft., passive Perception 24 Languages All, telepathy 120 ft. Challenge 24 (62,000 XP) Possessions. vorpal sword, +2 longbow, arrows of slaying 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 spell casting ability is Charisma (spell save DC 25). It can innately cast the following Spells, ACTIONS requiring no material components: At will: detect evil and good, invisibility (self only) Multiattack. The solar makes two greatsword attacks. 3/day each: blade barrier, dispel magic, resurrection Vorpal Greatsword. Melee Weapon Attack: +18, reach 5 ft., one 1/day each: commune, control weather target. Hit: 25 (4d6 + 11) slashing damage plus 27 (6d8) radiant Magic Resistance. The solar has advantage on saving throws damage. against spells and other magical effects. Slaying Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 Legendary Resistance (3/Day). If the solar fails a saving throw, it ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 27 (6d8) can choose to succeed instead. radiant damage. If a creature takes damage from an arrow of Limited Spell Immunity. A solar is immune to confusion, feeblemind, slaying, the creature must make a DC 17 Constitution saving hold monster, magic missile, imprisonment, and trap the soul spells. throw, taking an extra 6d10 piercing damage on a failed save, or Protective Aura. The solar can cast a protection from evil and good half as much extra damage on a successful one. If the target is a spell with a 10-foot radius at will. This sphere also serves as creature that has 100 hit points or fewer, it must succeed on a DC protection from normal missiles and a globe of invulnerability if the 25 Constitution saving throw or die. solar desires. Healing Touch (4/Day). The solar touches another creature. The Regeneration. The solar regains 10 hit points at the start of its magically heals 40 (8d8 + 8) hit points and is freed from any turn if it has at least 1 hit point. curse, disease, poison, blindness, or deafness. Rejuvenation. A solar reforms on the upper planes 2d6 decades after it dies unless killed on the upper planes. BONUS ACTIONS Spellcasting. Solar’s are a 20th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Flying Sword. The solar releases its greatsword to hover magically A solar has the following spells prepared: in an unoccupied space within 5 ft. of it. If the solar can see the Cantrips (at will): celestial radiance, light, sacred flame, sword, the solar can mentally command it as a bonus action to fly thaumaturgy up to 50 ft. and either make one attack against a target or return to 1st level (4 slots): cure wounds the solar’s hands. If the hovering sword is targeted by any effect, 2nd level (3 slots): aid the solar is considered to be holding it. The hovering sword falls if the solar dies. 3rd level (3 slots): fear 4th level (3 slots): confusion, charm monster, greater invisibility, insect plague LEGENDARY ACTIONS 5th level (3 slots): animate objects, dispel evil and good, legend lore, greater restoration Can take 3 Legendary Actions, choosing from the options below. 6th level (2 slots): heal Only one legendary action can be used at a time, and only at the 7th level (2 slots): divine word, finger of death, fire storm, power end of another creature's turn. Spent legendary actions are word stun, teleport regained at the start of each turn. 8th level (1 slot): antipathy/sympathy, earthquake, prismatic spray, Attack. The solar makes one attack. symbol Teleport. The solar magically teleports, along with any equipment 9th level (1 slot): astral spell, imprisonment, power word kill, it is wearing or carrying, up to 120 ft. to an unoccupied space it shapechange, true polymorph, wish can see. Summon Celestial (1/day). A solar has a 75 percent chance of Searing Burst (Costs 2 Actions). The solar emits magical, divine summoning 1d2 ki-rins. 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 FEATS on a successful one. Ritual Caster. The solar has learned augury, comprehend languages, Blinding Gaze (Costs 3 Actions). The solar targets one creature it Drawmij’s instant summons, water walk that it can cast as rituals. can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.