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Solar (Angelo)

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Versione del 3 lug 2026 alle 15:07 di Admin (discussione | contributi) (Traduzione mostri: Solar (Angel))

Solar (Angel)

Large celestial, lawful good

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 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.

            1. 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.

            1. 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.

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.