Angels, Solar

Celestial , Lawfull Good

Armor Class: 21 (natural armor) Hit Points: 129 (18d8) Speed: walk: 10 sqr. (15m), fly: 30 sqr. (45m)

Skills: perception: +14 Languages: all, telepathy 24 sqr. (36m) Passive Perception: 24 Proficiency Bonus: 7

STRDEXCONINTWISCHA
26 (+8)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)
Actions

Multiattack: The solar makes two greatsword attacks. Greatsword: melee attack +15 to hit, reach 1 sqr. (1.5m), one target. 44 (9d6+8) slashing damage plus 27 (6d8) radiant damage. Slaying Longbow: ranged attack +13 to hit, range 150/120 sqr. (180m), one target. 41 (7d8+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 1 sqr. (1.5m) of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 10 sqr. (15m) 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) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary

This creature can take 3 legendary actions. It can take one legendary action at a time at the end of another’s creatures turn. This creature regains spent legendary actions at the start of it’s turn. Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 24 sqr. (36m) 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 2 sqr. (3m) 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 6 sqr. (9m) 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.