Solar

Large celestial, lawful good

Armor Class 21 (natural armor)

Hit Points 297 (22d10 + 176)

Speed 50 ft., fly 150 ft. (hover), swim 25 ft., climb 25 ft.

str

26 (+8)

dex

22 (+6)

con

26 (+8)

int

25 (+7)

wis

25 (+7)

cha

30 (+10)

Skills Perception +14

Damage Immunities poison, radiant

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 24

Languages All; telepathy 120 ft.

Challenge 21 (33,000 XP)

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

Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.

Legendary Resistance (4/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.

Actions

Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. HitomThe sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.

Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.

Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.

Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): - **At Will:** Detect Evil and Good - **1/Day Each:** Commune, Control Weather, Dispel Evil and Good, Resurrection

Spellcasting (CHA, DC 25, +17 to hit)

At Will: Detect Evil and Good

1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

Attack Summary

Flying Sword attackboth
+15 to hit|4d6+8 slashing+8d8 radiant
Range: 10 ft. or 120 ft.

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.

Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next turn.

Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.