Solar [1/3]Celestial · CR 21
Solar [1/3]Large Celestial (Angel), Lawful Good
STR+826
DEX+622
CON+826
INT+725
WIS+725
CHA+1030
AC21
HP297
CR21
SPD50 ft., Fly 150 ft. (hover)

TRAITS

Divine AwarenessThe solar knows if it hears a lie.

Exalted RestorationIf 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.

Solar [2/3]Celestial · CR 21
Solar [2/3]Large Celestial (Angel), Lawful Good

TRAITS (cont.)

Legendary Resistance (4/Day)If the solar fails a saving throw, it can choose to succeed instead.

Magic ResistanceThe solar has Advantage on saving throws against spells and other magical effects.

ACTIONS

MultiattackThe solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.

Flying SwordMelee 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.

Slaying BowDexterity 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.

Solar [3/3]Celestial · CR 21
Solar [3/3]Large Celestial (Angel), Lawful Good

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: 3Immediately 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 GazeConstitution 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 TeleportThe 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.

Solar [1/4]Large Celestial (Angel), Lawful Good
CR21
21Armor Class
297Hit Points
50 ft., Fly 150 ft. (hover)Speed
STR26+8
DEX22+6
CON26+8
INT25+7
WIS25+7
CHA30+10

Initiative. +20

Senses. Truesight 120 ft.; Passive Perception 24

Immunities. Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned

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.

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Celestial
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Solar [2/4]Large Celestial (Angel), Lawful Good
CR21
21Armor Class
297Hit Points
50 ft., Fly 150 ft. (hover)Speed
STR26+8
DEX22+6
CON26+8
INT25+7
WIS25+7
CHA30+10

Traits (cont.)

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 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

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Celestial
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Solar [3/4]Large Celestial (Angel), Lawful Good
CR21
21Armor Class
297Hit Points
50 ft., Fly 150 ft. (hover)Speed
STR26+8
DEX22+6
CON26+8
INT25+7
WIS25+7
CHA30+10

Actions (cont.)

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): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

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

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Celestial
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Solar [4/4]Large Celestial (Angel), Lawful Good
CR21
21Armor Class
297Hit Points
50 ft., Fly 150 ft. (hover)Speed
STR26+8
DEX22+6
CON26+8
INT25+7
WIS25+7
CHA30+10

Legendary Actions (cont.)

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.

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Celestial
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Solar — printable monster card

Large Celestial (Angel), Lawful Good

  • CR 21
  • Celestial
  • Large

Full stat block

Armor Class
21
Hit Points
297
Initiative
+20
Speed
50 ft., Fly 150 ft. (hover)
Senses
Truesight 120 ft.; Passive Perception 24
Immunities
Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Languages
All; telepathy 120 ft.
Challenge Rating
21 (33,000 XP)
Proficiency bonus
+7
Skill proficiencies
Perception
Ability scores
STR DEX CON INT WIS CHA
26 +8 22 +6 26 +8 25 +7 25 +7 30 +10

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 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.

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 and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

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.

See also