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Homebrew, Monster Manual (5.5e), 2025

Solar CR: 21

Large celestial (angel), lawful good
Armor Class: 21 (Natural Armor)
Hit Points: 297 (22d10 + 176) 22d10+176
Speed: 50 ft , fly: 150 ft , can hover

STR

26 +8

DEX

22 +6

CON

26 +8

INT

25 +7

WIS

25 +7

CHA

30 +10

Skills:

Perception +14

Damage Resistances: Bludgeoning, Piercing, & Slashing from nonmagical attacks
Damage Immunities: Poison, Radiant
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses:

Truesight 120 ft, Passive Perception 24

Languages: Truesight 120 ft, Passive Perception 24
Challenge Rating: 21 ( 33000 XP)
Proficiency Bonus: +7

Spellcasting. 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 & Good
  • 1/day each: Commune, Control Weather, Dispel Evil & Good, Resurrection


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 Weapon Attack: +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.

Bonus Actions

Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, 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 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.

Suggested Environments

Upper Planes


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