Dungeons & Dragons · 2024 SRD
Solar 5e (2024) Stat Block: AC, HP, CR, and Actions
Solar is a Large celestial with lawful good alignment and Challenge Rating 21 in the 2024 SRD. This stat block includes AC 21, 297 hit points, speeds, traits, and actions.
Hit Points
297
(22d10 + 176)
Speed:
Walk 50 ft.,
Fly 150 ft., (hover)
STR
26
(+8)
DEX
22
(+6)
CON
26
(+8)
INT
25
(+7)
WIS
25
(+7)
CHA
30
(+10)
Saving Throws:
—
Damage Vulnerabilities:
—
Damage Resistances:
—
Damage Immunities:
poison, radiant
Senses:
truesight 120 ft.
Languages: All; telepathy 120 ft.
Proficiency Bonus: 7
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. 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:
-
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):
Bonus Actions:
- Divine Aid. The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Legendary Actions:
-
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.