
Solar
Large celestial · CR 21 · 33,000 XP
21 AC · 297 HP
Roll the Solar
Press a roll button. The dice land here.
Stat block
- Type
- Large celestial, lawful good
- Armor Class
- 21
- Hit Points
- 297 (22d10 + 176)
- Speed
- 50 ft., fly 150 ft., hover true
- Challenge
- 21 (33,000 XP), proficiency +7
- Immunities
- poison, radiant
- Condition immunities
- Charmed, Exhaustion, Frightened, Poisoned
- Senses
- truesight 120 ft., passive perception 24
- Languages
- All; telepathy 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 | 22 | 26 | 25 | 25 | 30 |
Solar odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Flying Sword (+15) | 95% 57.6 dmg | 95% 57.6 dmg | 95% 57.6 dmg | 95% 57.6 dmg | 90% 54.7 dmg | 80% 48.9 dmg |
| Full turn (2 attacks) | 115.2 dmg | 115.2 dmg | 115.2 dmg | 115.2 dmg | 109.4 dmg | 97.8 dmg |
Solar hit points
The stat block uses the average, 297. Rolled, 22d10 + 176 lands anywhere from 198 to 396.
| Hit points | Chance |
|---|---|
| 248 or more | >99% |
| 297 or more | 51% |
| 347 or more | <1% |
| 376 or more | <1% |
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. 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 () Slashing damage plus 36 () 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 () Piercing damage plus 36 () 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):
Bonus actions
Divine Aid. The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Legendary actions
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 () Radiant damage. Success: Half damage.
Other CR 21 monsters
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.