Angelic Weapons: The solar’s weapon shall attack are magical. Whenever the solar hits with the help of any weapon, actually the weapon could deal an extra 6d8 radiant damage (included in the attack).
Divine Awareness: In dnd monsters the solar knows if it hears the lie.
Innate Spellcasting: The solar’s spell casting ability is charisma (spell save DC 25). It can innately cast the below mentioned spells, they are requiring none of any type of material components:
At will: Detect Evil and Good, Invisibility (self only)
3/day each: Blade Barrier, Dispel Evil and Good, Resurrection
1/day each: Commune, Control Weather
Magic Resistance: As per this Magic Resistance the solar monster has advantage on the saving throws against spells and also other magical effects.
Multiattack: Here the solar can make two Greatsword attacks.
Greatsword: By using this greatsword action this dnd Solar monster can make a Melee Weapon Attack: +15 to hit, reach 5 ft., one target. It also Hit:22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow: By the help of this slaying longbow action this monster can make a ranged weapon attack:+13 to hit, range 150/600 ft., one target. Hit:15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. However if a target is the creature which has 100 Hit points or else fewer, it should be succeeded on a DC 15 Constitution saving throw or die.
Flying Sword: The solar has been released its greatsword to the hover magically in an unoccupied space within 5ft., of it. Suppose, if a solar could see the sword, also the solar can mentally command it like a bonus action to a fly up to 50ft. and also it either make an attack against to a target or return to a solar’s hands. Suppose, if the hovering sword is targeted by any effect, the solar has been considered to be holding it. Actually, the hovering sword falls if the solar dies.
Healing Touch (4/Day): The solar monster touches an another creature. Also the target can magically regains 40(8d8 + 4) Hit points and even is freed from any type of curse, disease, poison, blindness, or deafness.
This monster can take three legendary actions, by selecting from the below options. Of course only one legendary action could be used simultaneously, and only at an end of another creature’s turn. It spents legendary actions are regained at start of each turn.
Teleport: The solar monster can magically teleports, along with any type of equipment that it is wearing or else carrying, up to 120ft., to an unoccupied space that it can see.
Searing Burst (Costs 2 Actions): As per this legendary action the solar emits the magical, divine energy. Each and every creature of its choice in a 10-foot radius should make a DC 23 Dexterity saving throw, even by taking 14(4d6) fire damage plus 14(4d6) radiant damage on its failed save, or else half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions): The solar dnd 5e monster can target a creature that it can see within 30ft., of it. If a target can see it, then the target should be succeeded on a DC 15 constitution saving throw or else be Blinded until magic such as the Lesser Restoration spell removes the blindness.
Attributes Of Solar DnD 5E Monster
|AC||21 (Natural Armor)|
|Condition Immunities||Charmed, Exhaustion, Frightened, Poisoned|
|Languages||All, Telepathy 120 Ft.|
|Resistances||Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks|
|Roll 0||Greatsword 1d20 + 15 4d6+8+6d8|
|Roll 1||Slaying Longbow 1d20 + 13 2d8+6+6d8|
|Saving Throws||Int +14, Wis +14, Cha +17|
|Senses||Truesight 120 Ft.|
|Speed||50 ft., fly 150 ft.|
|Spell Book||Detect Evil And Good, Invisibility, Blade Barrier, Dispel Evil And Good, Resurrection, Commune, Control Weather|