Solar · CR 21

Type: Celestial · Size: Large · Grade: Mythic (capacity 50,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures

Harvest

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Specific parts

PartClassificationGradeCapacityCheckLoad · portionsDrawback damageRuin damage
Divine Vocal CordsUniqueMythic50,000Medicine or Survival 25light · 1Necrotic, SlashingThunder
FeatherFeatherMythic50,000Medicine or Survival 25medium · 20Acid, Fire–
Luminous EyeUniqueMythic50,000Medicine or Survival 25light · 1Force–
Solar Divine HeartUniqueMythic50,000Medicine or Survival 25light · 1Necrotic, Piercing, Poison–
Solar SkullBone, Trophy, UniqueMythic50,000Medicine or Survival 25heavy · 1Bludgeoning, Force, Thunder–
WingCreature PartMythic50,000Medicine or Survival 25medium · 1Acid, Fire, Necrotic–

Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.

Trait parts

Grade = the creature’s grade (Mythic), DC 30.

Part descriptions

Divine Vocal Cords

Delicate, ghostly vocal cords that give angels a voice both musical and commanding.

Good for: musical instruments and command items (excellent fit), e.g. a rod of rulership.

Luminous Eye

A blazing white eye with a fleck of gold light inside.

Use: replaces the material components of true seeing. Or eat one for true seeing for 2 hours – 8 hours if you eat both at once.

Solar Divine Heart

A warm, pale-pink heart with a soft light in its centre.

Use: once a day, hold it to cast any 6th-level spell without a slot. Or whisper a prayer (action): it shines bright light 20 feet and dim light 20 feet more for 10 minutes (once per dawn). Or crush it (destroyed): every non-evil creature within 30 feet that died in the last hour returns to life, unconscious, with 1 hit point.

Solar Skull

The skull of a majestic angel of light, almost too bright to look at, with a gold halo ring around the brow. If the angel fell, the halo dims and flickers.

Use: once a day, hold it and give up hit points (up to half your maximum) to fire a radiant beam 90 feet long and 15 feet wide; it deals damage equal to what you gave up. Evil and neutral creatures in it make a DC 20 Dexterity save – evil ones take double on a failure and full on a success, neutral ones full or half. Good creatures within 10 feet of the beam heal half the damage dealt. You then gain 1 exhaustion and are stunned for 1 round.

Statblock

Based on Nord Games – Foraging, Harvesting (p. 131); SRD 5.1 (size) – part descriptions rewritten in our own words.