Solar Species in KELLDORIA (DRAGON REALMS) | World Anvil
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Solar

Solar

 

A Solar is Godlike in its glory and power. On the Battlefield, the Solar's Sword flies into the fray on its own, and a Single Arrow from a Solar's Bow can strike a target DEAD on contact. So great is a Solar's Celestial might that even DEMON PRINCES shrink at its resonant commands.

 

It is said that only Twenty-Four Solar's exist. The few Solar's that are known are stewards of specific Deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some Cosmic threat to the cause of Good.

Basic Information

Anatomy

A Large Humanoid of Golden-Bronze skin and white-feathered Wings.

Dietary Needs and Habits

Immortal Nature:

  A Solar doesn't require food,drink,or sleep.

Additional Information

Facial characteristics

Solar's have Ageless beautiful faces of Golden-Bronze skin,with Long Hair of the same Colour,and Radiant Eyes.

Average Intelligence

Highly Intelligent (INT:25)

Perception and Sensory Capabilities

Truesight 120ft.

Civilization and Culture

Major Language Groups and Dialects

All Languages and Telepathy 120ft.

Common Dress Code

A Solar wears Robes of White (Mostly) with Golden or Bronze Rune-inscribed Armour on Shoulders,Arms,Chest and Legs.
Solar by dndbeyond
Genetic Ancestor(s)
Origin/Ancestry
Celestial (Angel)
Lifespan
Immortal
Average Height
Between 7ft 6" and 9ft 6".
Average Weight
Between 260lbs and 300lbs.
Average Physique
Physical Perfection (CON:26)
Body Tint, Colouring and Marking
Solar's have Muscular Sculptured Golden-Bronze bodies and Feathered Wings of Brilliant White.


Cover image: Solar by dndbeyond

SOLAR

Large celestial, lawful good
Armor Class 21 (NATURAL ARMOUR)
Hit Points 243 (18D10+144)
Speed 50ft Fly: 150ft

STR
26 +8
DEX
22 +6
CON
26 +8
INT
25 +7
WIS
25 +7
CHA
30 +10

Saving Throws INTELLIGENCE +14, WISDOM +14 & CHARISMA +17.
Skills PERCEPTION +14.
Damage Resistances RADIANT; BLUDGEONING, PIERCING, AND SLASHING FROM NONMAGICAL ATTACKS.
Damage Immunities NECROTIC & POISON.
Condition Immunities CHARMED, EXHAUSTION, FRIGHTENED & POISONED.
Senses TRUESIGHT 120FT, PASSIVE PERCEPTION 24.
Languages ALL LANGUAGES, TELEPATHY 120FT.
Challenge 21 (33,000XP)

INNATE SPELLCASTING:

  THE SOLAR’S SPELLCASTING ABILITY IS CHARISMA (SPELL SAVE DC 25). THE SOLAR CAN INNATELY CAST THE FOLLOWING SPELLS, REQUIRING NO MATERIAL COMPONENTS:

At will: DETECT EVIL AND GOOD, INVISIBILITY (SELF ONLY).

1/day: COMMUNE & CONTROL WEATHER.

3/day: BLADE BARRIER, DISPEL EVIL AND GOOD & RESURRECTION.


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 BELOW).    

DIVINE AWARENESS: 

  THE SOLAR KNOWS IF IT HEARS A LIE.  

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 5FT, ONE TARGET. HIT: 22 (4D6+8) SLASHING DAMAGE PLUS 27 (6D8) RADIANT DAMAGE.  

SLAYING LONGBOW:

   RANGED WEAPON ATTACK: +13 TO HIT, RANGE 150/600FT, ONE TARGET. HIT 15 (2D8+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 DIE.  

FLYING SWORD: 

  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 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.  

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

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 TURN.  

TELEPORT:

  THE SOLAR MAGICALLY TELEPORTS, ALONG WITH ANY EQUIPMENT IT IS WEARING OR CARRYING, UP TO 120 FEET 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 FEET 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.


Comments

Author's Notes

Original Article by Wizards of the Coast (WotC) for D&D Monster Manual 5e


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