Solar
large celestial, lawful good
Defense
Proficiencies & Senses
Traits
Traits
Divine Awareness
The monster knows if it hears a lie.
Exalted Restoration
If the monster 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 monster fails a saving throw, it can choose to succeed instead.
Magic Resistance
The monster has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The monster makes two attacks. It can replace one attack with a use of.
Slaying Bow
Dexterity Save: DC 23. target: creature. Failure: 4d8 piercing plus 8d8 radiant damage; success: half.
Flying Sword
Melee Attack: +15 to hit. reach 10 ft. Hit: 4d6 + 8 slashing plus 8d8 radiant damage.
Spellcasting
The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability: At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection
Detect Evil and Good
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Commune
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Control Weather
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. PrecipitationStageCondition1Clear2Light clouds3Overcast or ground fog4Rain, hail, or snow5Torrential rain, driving hail, or blizzardTemperatureStageCondition1Heat wave2Hot3Warm4Cool5Cold6FreezingWindStageCondition1Calm2Moderate wind3Strong wind4Gale5Storm
Dispel Evil and Good
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Resurrection
With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.
Blinding Gaze
Constitution Save: DC 25. target: creature.
Radiant Teleport
Dexterity Save: DC 23. target: 10-foot radius, self. Failure: 2d10 radiant damage; success: half.
Divine Aid
The monster casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Cure Wounds
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Lesser Restoration
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Remove Curse
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.