Large celestial, Lawful Good
| Armor Class | 21 (natural armor) |
|---|---|
| Hit Points | 243 (18d10 + 144) |
| Speed | 50 ft., fly 150 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |
| Saving Throws | Cha +17, Int +14, Wis +14 |
|---|---|
| Skills | Perception +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | radiant; bludgeoning, piercing, 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 |
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).
The solar knows if it hears a lie.
The solar has advantage on saving throws against spells and other magical effects.
The solar makes two greatsword attacks.
Melee Attack Roll: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Ranged Attack Roll: +13 to hit, range 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.
The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet 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.
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.
The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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.
The solar targets one creature it can see within 30 feet 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.
The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3 each/day: blade barrier, dispel evil and good, resurrection
1 each/day: commune, control weather
Large celestial (angel), Lawful Good
| Armor Class | 21 |
|---|---|
| Hit Points | 297 (22d10 + 176) |
| Speed | 50 ft., fly 150 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |
| Saving Throws | — |
|---|---|
| Skills | Perception +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison; radiant |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | Truesight 120 ft., passive Perception 24 |
| Languages | all; telepathy 120 ft. |
| Challenge | 21 |
The solar knows if it hears a lie.
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.
If the solar fails a saving throw, it can choose to succeed instead.
The solar has Advantage on saving throws against spells and other magical effects.
The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
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.
dex 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.
con DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Success or Failure: The solar can't take this action again until the start of its next turn.
The solar teleports up to 60 feet to an unoccupied space it can see. dex DC 25, each creature in a 10-foot Emanation [Area of Effect] originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.
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 each/day: Commune, Control Weather, Dispel Evil and Good, Resurrection
The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
3/day: Cure Wounds (level 2 version), Lesser Restoration, Remove Curse