SRD5:Solar: Difference between revisions
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|xp= <!--Experience points for destroying--> | |xp= <!--Experience points for destroying--> | ||
|canon=true | |canon=true | ||
| | |summary= <!-- 1-2 line unofficial, UNPLAGIRIZED, description --> | ||
|feature1=Angelic Weapons | |||
|flimit1= | |||
|fdesc1=The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 {{srd5lc|Radiant}} damage (included in the attack). | |||
|feature2=Divine Awareness | |||
|flimit2= | |||
|fdesc2=The solar knows if it hears a lie. | |||
{{ | |feature3=Innate Spellcasting| | ||
|flimit3= | |||
|fdesc3=The solar’s {{srd5lc|Spellcasting}} ability is {{SRD5|Charisma}} ({{srd5lc|Spell Save}} {{SRD5|DC}} 25). The solar can innately cast the following spells, requiring no material components:<br /> | |||
:At will: {{5e Spell Line|Detect Evil and Good, Invisibility}} (self only)<br /> | |||
:3/day each: {{5e Spell Line|Blade barrier, Dispel Evil and Good, Resurrection}}<br /> | |||
:1/day each: {{5e Spell Line|Commune, Control Weather}} | |||
| | |feature4=Magic Resistance| | ||
{{ | |flimit4= | ||
|fdesc4=The solar has {{srd5lc|Advantage}} on {{srd5lc|Saving Throw}}s against spells and other magical effects. | |||
|action1=Multiattack | |||
|alimit1= | |||
|adesc1=The solar makes two greatsword attacks. | |||
|action2=Greatsword | |||
|alimit2= | |||
|adesc2=''{{SRD5|Melee Weapon Attack}}:'' +15 to hit, reach 5 ft., one target. ''Hit:'' 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. | |||
|action3=Slaying Longbow | |||
|alimit3= | |||
|adesc3=''{{SRD5|Ranged Weapon Attack}}:'' +13 to hit, range 150/600 ft., one target. ''Hit:'' 15 (2d6+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 {{srd5lc|Death|die}}. | |||
|action4=Flying Sword | |||
|alimit4= | |||
|adesc4=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 {{srd5lc|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. | |||
| | |action5=Healing Touch | ||
| | |alimit5=4/day | ||
The solar | |adesc5=The solar touches another creature. The target magically regains 40 (8d8+4) {{srd5lc|Hit Point}}s and is freed from any {{srd5lc|Curse}}, {{srd5lc|Disease}}, {{srd5lc|Poisons|poison}}, {{srd5lc|Blindness}}, or {{srd5lc|Deafness}}. | ||
|legendintro=The 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. The solar regains spent legendary actions at the start of its {{srd5lc|Turn}}. | |||
|legend1=Teleport | |||
|lgdlimit1= | |||
|lgddesc1=The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. | |||
{{ | |legend2=Searing Burst | ||
|lgdlimit2=Costs 2 Actions | |||
|lgddesc2=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) {{srd5lc|fire}} damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. | |||
|legend3=Blinding Gaze | |||
|lgdlimit3=Costs 3 Actions | |||
|lgddesc3=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 {{srd5lc|Blinded}} until magic such as the ''{{srd5lc|Lesser Restoration}}'' spell removes the blindness. | |||
}} | }} | ||
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{{5e Monster Data}} | |||
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[[Category:SRD5 Monsters]] | [[Category:SRD5 Monsters]] | ||
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Revision as of 07:36, 6 March 2020
| Solar | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Large Celestial (Angels), Lawful Good | ||||||||||||
| Armor Class: 21 (natural armor) | ||||||||||||
| Hit Points: 243 (18d10+144) | ||||||||||||
| Speed: 50 ft., fly 150 ft. | ||||||||||||
| ||||||||||||
| Saving Throws: Int +14, Wis +14, Cha +17 | ||||||||||||
| Skills: Perception +14 | ||||||||||||
| Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks | ||||||||||||
| Damage Immunity: necrotic, poison | ||||||||||||
| Condition Immune: charmed, exhaustion, frightened, poisoned | ||||||||||||
| Senses: truesight 120 ft., passive perception 24 | ||||||||||||
| Languages: all, telepathy 120 ft. | ||||||||||||
| Challenge: 21 (33,000 xp)Proficiency Bonus (PB): +7 | ||||||||||||
FeaturesAngelic 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).
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects. ActionsMultiattack. The solar makes two greatsword attacks. Legendary ActionsThe celestial 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. The celestial regains spent legendary actions at the start of its turn. |
Sources
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Monster data +
Solar (Sort Text: Angel Solar 5e, Size: Large, Type: Celestial, Subtypes: Angel, Alignment: Lawful Good, HP: 243, CR: 21, Features: Angelic Weapons • Divine Awareness • Innate Spellcasting • Magic Resistance • Multiattack • Greatsword • Slaying Longbow • Flying Sword • Healing Touch, Legendary: Yes, Has Lair: No, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: SRD-OGL v5.1)
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