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Solar

Challenge21

Rules source: Monster Manual (2025) · CR: 21 · Type: Celestial (Angel)

Combat statistics

  • Armor Class: 21
  • Hit Points: 297 (22d10 + 176)
  • Speed: Walk 50 ft., Fly 150 ft., Hover True
  • Initiative: +20 (30)
  • Challenge: 21 (33,000 XP)
  • Skills: Perception +14
  • Senses: Truesight 120 ft., Passive perception 24
  • Languages: All; telepathy 120 ft.
  • Immunities: Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
  • Proficiency Bonus: +7
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: poison, radiant
  • Condition immunities: Charmed, Exhaustion, Frightened, Poisoned
Ability Score (modifier) Saving throw
STR 26 (+8) +8
DEX 22 (+6) +6
CON 26 (+8) +8
INT 25 (+7) +7
WIS 25 (+7) +7
CHA 30 (+10) +10

Revised rules text

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):

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.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 291

Open the original rulebook — PDF page 291 — source PDF is not included in this player reference.

Printed book page: 288.

Referenced in the wiki

Items: Iron Flask

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative

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