Solar
Large Celestial, lawful good
33,000 XP
Special Abilities
Angelic 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).
Divine Awareness
The solar knows if it hears a lie.
Innate Spellcasting
The solar's spell casting 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/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance
The solar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The solar makes two greatsword attacks.
Greatsword
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow
Ranged Weapon Attack: +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 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword
The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. 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.
Healing Touch (4/Day)
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.
Legendary Actions
Teleport
The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Searing Burst (Costs 2 Actions)
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.
Blinding Gaze (Costs 3 Actions)
The solar targets one creature it can see within 30 ft. 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.
Quick Reference
Running This Encounter
A Solar is an extremely powerful celestial that should serve as a major boss encounter or climactic battle. Use its high AC and HP to make the fight feel epic and challenging, leveraging its varied spell list and legendary actions to maintain pressure on the party. Deploy it with clear motivations tied to the campaign narrative, whether as a righteous judge, divine enforcer, or corrupted celestial. Consider environmental hazards or minions to make the encounter more dynamic than a simple 1v4 slugfest.
Combat Tactics
The Solar opens combat with powerful spells like Earthquake or Chain Lightning, then uses its Multiattack to deal consistent damage with its greatsword. It employs legendary actions to cast spells on additional turns, maintains distance when possible, and uses its flight to control battlefield positioning. A Solar will not hesitate to use its Parry reaction and prioritize eliminating dangerous threats like spellcasters.
Environment & Setting
An ancient temple, divine sanctum, or celestial plane location works best to emphasize the Solar's connection to the heavens. The environment should feel grand and otherworldly, with architectural features like floating platforms, divine wards, or areas of magical influence.