Solar
Monster Manual (2025) p. 288
- Size
- Large
- Type
- celestial (angel)
- Alignment
- lawful good
- AC
- 21
- Initiative
- 20
- Hit Points
- 297 (22d10+176)
- Speed
- walk 50 ft., fly 150 ft. (hover)
- Skills
- Perception +14
- Immunities
- poison, radiant
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
- Senses
- truesight 120 ft.
- Passive Perception
- 24
- Languages
- all; telepathy 120 ft.
- Challenge
- 21
- Environment
- planar (upper)
Traits
Proficiency Bonus
+7
Treasure
Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.
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.
recharge
4/DAY
Magic Resistance
The solar has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword
Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.
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
Divine Aid (3/Day) (Bonus Action)
The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
recharge
3/DAY
Legendary Actions
Legendary Actions (3/Turn)
The Solar can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
recharge
3/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.
Spells
Detect Evil and Good [5.5e], Commune [5.5e], Control Weather [5.5e], Dispel Evil and Good [5.5e], Resurrection [5.5e], Cure Wounds [5.5e], Lesser Restoration [5.5e], Remove Curse [5.5e]