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).
Divine Awareness: The solar knows if it hears a lie.
Innate Spellcasting: The solar's spell casting ability is
Charisma (spell save DC 25). It can innately cast the following
Spells, requiring no material components:
At will:
detect evil and good,
invisibility (self only)3/day each:
blade barrier,
dispel evil and good,
resurrection1/day each:
commune,
control weatherMagic Resistance: The solar has
advantage on
Saving Throws against
Spells and other
Magical Effects.
Multiattack: The solar makes two
Greatsword ATTACKS.
Greatsword:
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow:
Ranged Weapon Attack: +13 to hit, range 150/600 ft., 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 ft. of it. If the solar can see the sword, the solar can mentally
Command it as a bonus
Action to fly up to 50 ft. 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.
Can take 3
Legendary Actions, choosing from the options below. Only one legendary
Action can be used at a time, and only at the end of another creature's turn. Spent legendary
ACTIONS are regained at the start of each turn.
Teleport: The solar magically teleports, along with any
Equipment it is wearing or carrying, up to 120 ft. 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 ft. 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.