SOLAR – 5e stats

Large celestial (angels), lawful good

Armor Class 21 (Natural Armor)
Armor Class (suggested) 25 (Natural Armor)
Hit Points 243 (18d10+144)
Hit Points (suggested) 297 (22d10+176)
Speed 50 ft., fly 150 ft.

Proficiency Bonus +7
Proficiency Bonus +9 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
26 (+8)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)

Saving Throws Int +14, Wis +14, Cha +17
Saving Throws (suggested) Str +15, Dex +13, Con +15, Int +14, Wis +14, Cha +17
Skills Perception +14
Skills (suggested) Athletics +15, Arcana +14, History +14, Insight +14, Intimidation +17, Perception +14, Persuasion+17, Religion +14
Damage Resistance Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)

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, requiring no material components:

Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The solar makes two greatsword attacks.
  • Multiattack (suggested). The solar makes four greatsword attacks.
  • Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 21 (6d8) radiant damage.
  • Vorpal Greatsword +3 (suggested). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 25 (4d6 + 11) slashing damage plus 21 (6d8) radiant damage.
  • Slaying Longbow. Ranged Weapon Attack: +13 to hit, reach 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 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. 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.

LEGENDARY ACTIONS

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. Solar regains spent legendary actions at the start of their turn.

  • Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. 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 ft. 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A solar is a majestic and powerful being, one of the most glorious and mighty of all the celestials. It resembles a tall human with golden skin, hair, and eyes, and a pair of large, white-feathered wings. A solar wears a shining plate armor and a flowing cloak, and carries a flaming sword and a mighty bow. A solar radiates an aura of divine light that can blind those who look upon it. A solar is a paragon of virtue, wisdom, and justice, and serves as a direct agent of a deity or a cosmic force of good. A solar has a vast knowledge of the multiverse and can speak any language. A solar can also cast powerful spells, such as blade barrier, dispel evil and good, resurrection, commune, control weather, and more.

COMBAT

A solar is a formidable opponent in combat, capable of using its weapons and spells to devastating effect. A solar’s weapon attacks are magical and deal extra radiant damage. Its greatsword can fly and fight on its own, while its longbow can slay any creature with 100 hit points or fewer with a single arrow. A solar can also teleport at will, emit a searing burst of divine energy, or summon other celestials to aid it in battle. A solar is resistant to radiant damage and nonmagical physical damage, and immune to necrotic and poison damage, as well as several conditions. A solar has advantage on saving throws against spells and other magical effects, and can detect evil and good and lies with ease.

HABITAT / SOCIETY

A solar dwells in the Upper Planes, the realms of pure good and order. A solar serves as a leader, advisor, or messenger for a deity or a cosmic force of good, such as Bahamut, Lathander, Moradin, or the Balance. A solar rarely interacts with mortals, except when it is sent on a mission of great importance or urgency. A solar may also appear to reward a faithful servant, bestow a blessing, or deliver a prophecy. A solar is loyal to its cause and does not seek its own glory or worship. A solar respects other celestials and good-aligned beings, but shows no mercy to evil creatures.

ECOLOGY

A solar is a living embodiment of good and order, created by the will of a deity or a cosmic force of good. A solar does not need to eat, drink, sleep, or breathe, but it can do so if it wishes. A solar does not age or die of natural causes, but it can be killed by violence or powerful magic. A solar does not reproduce or have offspring, but it may have allies or friends among other celestials or good-aligned beings. A solar’s role in the multiverse is to uphold and defend the principles of good and order, and to oppose the forces of evil and chaos.

Solar is employed as material component to empower the following spells: