Free interactive D&D 5e SRD stat block

Solar

Large Celestial, CR 21, AC 21, 297 HP. Lawful Good.

Large Celestial (Angel), Lawful Good

AC
21
Initiative
+20 (30)
HP
297 (22d10+176)
Speed
50 ft., Fly 150 ft. (hover)
ScoreModSave
STR 26 +8 +8
DEX 22 +6 +6
CON 26 +8 +8
INT 25 +7 +7
WIS 25 +7 +7
CHA 30 +10 +10
Skills
Perception +14
Immunities
Poison, Radiant, Charmed, Exhaustion, Frightened, Poisoned
Senses
Truesight 120 ft.; Passive Perception 24
Languages
All, telepathy 120 ft.
CR
21 (XP 33,000; PB +7)

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. 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):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection

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

Solar can take 3 Legendary Actions per round, regaining all uses at the start of its turn.

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.

How to run Solar

A solar arriving on the party's side is the finale of someone's storyline, not a tactical pickup. Solars are sent by gods. They show up because a deity has decided the party's current problem requires direct angelic intervention, and they will return the moment the assignment is complete. Treat the visit as a single-scene event with a clear arrival, a clear purpose, and a clean exit.

Lead with what the solar can do that no PC can. Slaying Bow auto-kills any creature it hits with 100 HP or fewer on a failed DC 21 Dex save. Use it once, on the named lieutenant the party has been failing to catch for four sessions, and let the players watch the bolt of light remove the problem in one action. Resurrection (1/Day) brings a single dead PC back without the costly material component. Commune lets the solar ask a god three yes-or-no questions on the party's behalf, which is your chance to telegraph the next arc cleanly. Control Weather changes a siege.

In actual combat, the solar opens with Multiattack: two Flying Sword attacks at +15, reach 10 ft. or range 120 ft. (the sword returns each turn), 22 slashing plus 36 radiant per hit. Replace one of those with Slaying Bow against the worst creature on the board. Divine Aid as a Bonus Action up to 3/Day casts Cure Wounds (level 2), Lesser Restoration, or Remove Curse on a downed PC. Spend legendary actions every round on Blinding Gaze (DC 25 Con or Blinded for 1 minute) and Radiant Teleport, which is your reposition plus a 10-foot DC 25 Dex burst at the destination.

The solar leaves. Once the assignment is fulfilled, it speaks one sentence to whoever the deity wished it to speak to, and ascends. Do not let it linger. Do not let the party ask follow-up questions. The grace was given, the grace is gone.

Write the solar's arrival line and its departure line before the session. Improvising either of them will undercut the entire scene.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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