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
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Divine Vocal Cords | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Slashing | Thunder |
| Feather | Feather | Mythic | 50,000 | Medicine or Survival 25 | medium · 20 | Acid, Fire | – |
| Luminous Eye | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Force | – |
| Solar Divine Heart | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Piercing, Poison | – |
| Solar Skull | Bone, Trophy, Unique | Mythic | 50,000 | Medicine or Survival 25 | heavy · 1 | Bludgeoning, Force, Thunder | – |
| Wing | Creature Part | Mythic | 50,000 | Medicine or Survival 25 | medium · 1 | Acid, 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.
- Pure Marrow – from Necrotic
- Detoxin – from Poison
- Luminous Hide – from Radiant
- Mindreach Matter – from Telepathy
- All-Seeing Eyes – from Truesight
- Blood Arcanum – from Innate Spellcasting
- Barium Sanguine – from Magic Resistance
- Aerial Locomotion Structure – from Flight (wings)
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
Solar – SRD 5.2
Large Celestial, Lawful Good
AC 21 · HP 297 (22d10 + 176) · Speed 50 ft., Fly 150 ft. (hover)
Score Save Score Save STR 26 (+8) +8 INT 25 (+7) +7 DEX 22 (+6) +6 WIS 25 (+7) +7 CON 26 (+8) +8 CHA 30 (+10) +10 Skills Perception +14
Immunities Poison, Radiant
Condition Immunities 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 (4/Day). 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. Level 2: Cure Wounds, Lesser Restoration · Level 3: Remove Curse
Legendary Actions
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.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 131); SRD 5.1 (size) – part descriptions rewritten in our own words.