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=== Solar (Angel) ===
=== Solar (Angel) ===\n''Large celestial, lawful good''\n\n'''[[:Categoria:Classi|classe]] Armatura''' 21 (natural armor)\n\n'''Punti Ferita''' 243 (18d10+144)\n\n'''Velocità''' 15 m, fly 46 m\n\n| STR    | DEX    | CON    | INT    | WIS    | CHA      |\n|---------|---------|---------|---------|---------|----------|\n| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |\n\n'''Tiri SalvezzaCosdizioni''' charmed, exhaustion, frightened, poisoned\n\n'''Sensi''' visione del vero 37 m, passive Percezione 24\n\n'''Linguaggi''' all, telepathy 37 m\n\n'''Grado di Sfida''' 21 (33,000 XP)\n\n'''''Angelic Armi'''''. Il solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiante damage (included in the attack).\n\n'''''Divine Awareness'''''. Il solar knows if it hears a lie.\n\n'''''Innate Lancio di [[:Categoria:Incantesimi|incantesimi]]'''''. Il solar's lancio incantesimi ability is Carisma (CD tiro salvezza incantesimi 25). It can innately cast the following spells, requiring no material Componenti\n\nAt will: ''detect evil and good'', ''invisibility'' (self only)\n\n3/day each: ''blade barrier'', ''dispel evil and good'', ''resurrection''\n\n1/day each: ''commune'', ''control weather''\n\n'''''Magic Resistenza'''''. Il solar ha vantaggio nei tiro salvezzas against spells and other magical effects.\n\n###### Actions\n\n'''''Multiattacco'''''. Il solar makes two greatsword attacks.\n\n'''''Greatsword'''''. ''Arma da Mischia Attacco:'' +15 per colpire, portata 2 m, un bersaglio. ''Colpito:'' 22 (4d6+8) taglienti damage plus 27 (6d8) radiante damage.\n\n'''''Slaying Longbow'''''. ''Arma a Distanza Attacco:'' +13 per colpire, range 150/183 m, un bersaglio. ''Colpito:'' 15 (2d8+6) perforanti damage plus 27 (6d8) radiante damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Costituzione tiro salvezza or die.\n\n'''''Flying Sword'''''. Il 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. Il hovering sword falls if the solar dies.\n\n'''''Healing Touch (4/Day)'''''. Il solar touches another creature. Il target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, veleno, blindness, or deafness.\n\n###### Legendary Actions\n\nThe 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. Il solar regains spent legendary actions at the start of its turn.\n\n'''Teleport'''. Il solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\n\n'''Searing Burst (Costs 2 Actions)'''. Il solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Destrezza tiro salvezza, taking 14 (4d6) fuoco damage plus 14 (4d6) radiante damage con un tiro salvezza fallito, or half as much damage con un tiro salvezza riuscito.\n\n'''Blinding Gaze (Costs 3 Actions)'''. Il solar targets una creatura it can see within 30 feet of it. If the target can see it, the il bersaglio deve superare una CD 15 Costituzione tiro salvezza or be blinded until magic such as the ''lesser restoration'' spell removes the blindness.\n\n{{Licenza|versione=5.1}}\n[[Categoria:Mostri]]\n[[Categoria:SRD 5.1]]\n<!-- Originale: Solar (Angel) -->
''Large celestial, lawful good''
 
'''[[:Categoria:Classi|classe]] Armatura''' 21 (natural armor)
 
'''Punti Ferita''' 243 (18d10+144)
 
'''Velocità''' 50 ft., fly 150 ft.
 
| STR    | DEX    | CON    | INT    | WIS    | CHA      |
|---------|---------|---------|---------|---------|----------|
| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |
 
'''Tiri Salvezza''' Int +14, Wis +14, Cha +17
 
'''Abilità''' Percezione +14
 
'''Danno Resistances''' radiant; bludgeoning, piercing, and slashing from nonmagical attacks
 
'''Danno Immunities''' necrotic, poison
 
'''Condition Immunities''' charmed, exhaustion, frightened, poisoned
 
'''Senses''' truesight 120 ft., passive Percezione 24
 
'''Linguaggi''' all, telepathy 120 ft.
 
'''Challenge''' 21 (33,000 XP)
 
'''''Angelic Armi'''''. 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).
 
'''''Divine Awareness'''''. The solar knows if it hears a lie.
 
'''''Innate Lancio di [[:Categoria:Incantesimi|incantesimi]]'''''. The solar's spellcasting ability is Carisma (spell save DC 25). It can innately cast the following spells, requiring no material Componenti
 
At will: ''detect evil and good'', ''invisibility'' (self only)
 
3/day each: ''blade barrier'', ''dispel evil and good'', ''resurrection''
 
1/day each: ''commune'', ''control weather''
 
'''''Magic Resistenza'''''. The solar has advantage on saving throws against spells and other magical effects.
 
###### Actions
 
'''''Multiattack'''''. The solar makes two greatsword attacks.
 
'''''Greatsword'''''. ''Arma da Mischia Attacco:'' +15 to hit, reach 5 ft., one target. ''Colpito:'' 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.
 
'''''Slaying Longbow'''''. ''Arma a Distanza Attacco:'' +13 to hit, range 150/600 ft., one target. ''Colpito:'' 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 15 Costituzione saving throw or die.
 
'''''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.
 
'''''Healing Touch (4/Day)'''''. The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
 
###### 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. The solar regains spent legendary actions at the start of its turn.
 
'''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.
 
'''Searing Burst (Costs 2 Actions)'''. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Destrezza 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 30 feet of it. If the target can see it, the target must succeed on a DC 15 Costituzione saving throw or be blinded until magic such as the ''lesser restoration'' spell removes the blindness.
 
{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Solar (Angel) -->
<!-- Tradotto AI 2026-07-03 -->

Versione delle 21:13, 3 lug 2026

=== Solar (Angel) ===\nLarge celestial, lawful good\n\nclasse Armatura 21 (natural armor)\n\nPunti Ferita 243 (18d10+144)\n\nVelocità 15 m, fly 46 m\n\n| STR | DEX | CON | INT | WIS | CHA |\n|---------|---------|---------|---------|---------|----------|\n| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |\n\nTiri SalvezzaCosdizioni charmed, exhaustion, frightened, poisoned\n\nSensi visione del vero 37 m, passive Percezione 24\n\nLinguaggi all, telepathy 37 m\n\nGrado di Sfida 21 (33,000 XP)\n\nAngelic Armi. Il solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiante damage (included in the attack).\n\nDivine Awareness. Il solar knows if it hears a lie.\n\nInnate Lancio di incantesimi. Il solar's lancio incantesimi ability is Carisma (CD tiro salvezza incantesimi 25). It can innately cast the following spells, requiring no material Componenti\n\nAt will: detect evil and good, invisibility (self only)\n\n3/day each: blade barrier, dispel evil and good, resurrection\n\n1/day each: commune, control weather\n\nMagic Resistenza. Il solar ha vantaggio nei tiro salvezzas against spells and other magical effects.\n\n###### Actions\n\nMultiattacco. Il solar makes two greatsword attacks.\n\nGreatsword. Arma da Mischia Attacco: +15 per colpire, portata 2 m, un bersaglio. Colpito: 22 (4d6+8) taglienti damage plus 27 (6d8) radiante damage.\n\nSlaying Longbow. Arma a Distanza Attacco: +13 per colpire, range 150/183 m, un bersaglio. Colpito: 15 (2d8+6) perforanti damage plus 27 (6d8) radiante damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Costituzione tiro salvezza or die.\n\nFlying Sword. Il 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. Il hovering sword falls if the solar dies.\n\nHealing Touch (4/Day). Il solar touches another creature. Il target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, veleno, blindness, or deafness.\n\n###### Legendary Actions\n\nThe 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. Il solar regains spent legendary actions at the start of its turn.\n\nTeleport. Il solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\n\nSearing Burst (Costs 2 Actions). Il solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Destrezza tiro salvezza, taking 14 (4d6) fuoco damage plus 14 (4d6) radiante damage con un tiro salvezza fallito, or half as much damage con un tiro salvezza riuscito.\n\nBlinding Gaze (Costs 3 Actions). Il solar targets una creatura it can see within 30 feet of it. If the target can see it, the il bersaglio deve superare una CD 15 Costituzione tiro salvezza or be blinded until magic such as the lesser restoration spell removes the blindness.\n\n

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.

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D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.