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Bestiary

Solar

Large Celestial, lawful good

AC21 (natural armor)HP297 (22d10 + 176)Speed50 ft., fly 150 ft., swim 25 ft., climb 25 ft., crawl 25 ft.

STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)

Sensestruesight 120 ft., passive Perception 24LanguagesAll; telepathy 120 ft.CR21 (33,000 XP)
Traits

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

Bonus Actions

Divine Aid. The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.


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