unknown art & artist (at least by me)
SOLAR COMMANDER
Solar Commanders are the most powerful of the celestial stewards. They appear as large humans who have beautiful muscular bodies, two pairs of white wings, and brilliant topaz eyes. Their skin and hair take on metallic coloration. A solar's voice is deep and commanding, and impossible to ignore.
Solar Commanders are mighty enough to be deities themselves, but they choose to serve rather than have worshipers. Instead leading the celestial armies of the divine being to whom they owed their allegiance. They are unmovable in their loyalty toward both their divine masters and their alignment. They truly are the epitome of such virtues as devotion, honor, and purity.
Solar Commanders can travel to any of the planes of existence but only when directed to by the powers, and this is a very rare occurrence. Perhaps once in several millennia, they might be called upon to lead armies of other angels in battle against the fiends. More likely, they were sent on missions of great import, yet which most mortals would not find interesting. When not called into service, solar commanders maintained a state of restful contemplation, awaiting the call to the service of good.
Solar Commander
Large celestial, lawful good
Armor Class 21 (natural armor)
Hit Points 270 (20d10 + 160; bloodied 135)
Speed 50 ft., fly 150 ft.
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |
Saving Throws Con +15, Int +14, Wis +14, Cha +17
Skills athletics +14, insight +14, intimidation +17, perception +14, persuasion +17
Damage Resistances cold, fire, force, lightning, Radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses Truesight 240 ft., passive perception 24
Languages All, telepathy 180 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Angelic Awareness. The solar cannot be surprised.
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). Additionally, its celestial greatsword provides a +3 bonus to hit and damage rolls (included in the attack) and deals an extra 8d6 slashing damage on a critical hit.
Divine Awareness. The solar knows if it hears a lie.
Divine Strikes. When the solar has advantage on an attack and both rolls are a hit, the attack scores a critical hit.
Magic Resistance. The solar has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the deva has disadvantage on the attack roll.
ACTIONS
Multiattack. The solar makes two melee attacks.
Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 24 (4d6 + 10) slashing damage plus 27 (6d8) radiant damage and the target must make a DC 17 Strength saving throw or suffer one of the following effects of the planetar's choice:
- The target is pushed 15 feet.
- The target is knocked prone.
- The target's speed is reduced in half and it has disadvantage on Dexterity saving throws until the end of the solar's next turn.
- The target cannot take reactions or bonus actions until the end of the solar's next turn.
Slam. Melee Weapon Attack. +14 to hit, reach 5 ft., one target.
Hit. 12 (2d4 + 7) bludgeoning damage plus 27 (6d8) radiant damage and the target must make a DC 17 Strength saving throw or be stunned until the end of its next turn.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 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 17 Constitution saving throw or die. Additionally, if a creature is reduced to 0 hit points by an attack from the slaying longbow, it dies.
Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet 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.
Flame Strike. The solar conjures a column of divine fire roars down from the heavens to a point the solar can see within 120 feet of it. Each creature in a 15-foot radius, 60-foot-high cylinder centered on the point must make a DC 25 Dexterity saving throw, taking 6d6 fire damage and 6d6 radiant damage on a failed save, or half as much damage on a successful one.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 46 (8d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components:
At will:
detect evil and good, dispel magic, invisibility (self only)
3/day each:
blade barrier, commune, dispel evil and good, raise dead, plane shift, summon celestial
1/day each:
control weather, earthquake, fires storm, greater restoration, prismatic spray
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
LEGENDARY ACTIONS
The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the solar has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The solar regains spent legendary actions at the start of its turn.
Teleport. The solar uses its teleport action.
Greatsword (Costs 2 Actions). The solar makes two greatsword attacks.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 20-foot radius must make a DC 25 Dexterity saving throw, taking 21 (6d6) fire damage plus 21 (6d6) 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 60 feet of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.