Image promptlarge celestial solar angel, radiant golden-skinned warrior, overwhelming presence, multiple great luminous wings, blinding halo, face of terrible serenity, hovering spectral greatsword wreathed in radiant fire, great bow drawn with arrow of pure light, descending into corruption-blackened battlefield, searing glory cutting the gloom, wings spread, pitiless judgment, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Solar

Large Celestial (Angel), Lawful Good
CR 21ControllerElemental Plane
AC 21
Initiative +20 (30)
HP 297 (22d10 + 176)
Speed 50 ft., Fly 150 ft. (hover)
STR
26
+8
save +8
DEX
22
+6
save +6
CON
26
+8
save +8
INT
25
+7
save +7
WIS
25
+7
save +7
CHA
30
+10
save +10
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion,
Senses Truesight 120 ft.; Passive Perception 24
Languages All; telepathy 120 ft.

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 (4/Day). 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 Hit: 10 ft. or range 120 ft. 22 (4d6 + 8) Slashing damage Hit or Miss: plus 36 (8d8) Radiant damage. 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 crea- Failure: ture the solar can see within 600 feet. 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): Detect Evil and Good At Will: Commune Control Weather Dispel Evil 1/Day Each: , , and Good Resurrection ,

Bonus Actions

Divine Aid (3/Day). Cure Wounds The solar casts (level Lesser Restoration Remove Curse 2 version), , or , using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.

Blinding Gaze. Constitution Saving Throw: DC 25, one Failure: creature the solar can see within 120 feet. The Failure or target has the Blinded condition for 1 minute. 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 Dexterity Saving Throw: unoccupied space it can see. DC 25, each creature in a 10-foot Emanation originat- Failure: ing from the solar at its destination space. 11 Success: (2d10) Radiant damage. Half damage. Specter Specter