Solar (Angelo)
=== Solar (Angel) ===\nGrande celestiale, legale buono\n\nClasse Armatura 21 (armatura naturale)\n\nPunti Ferita 243 (18d10+144)\n\nVelocità 15,2 m, fly 45,7 m\n\n{| class="wikitable"\n! FOR\n| DES\n| COS\n| INT\n| SAG\n| CAR\n! ---------\n| ---------\n| ---------\n| ---------\n| ---------\n| ----------\n! 26 (+8)\n| 22 (+6)\n| 26 (+8)\n| 25 (+7)\n| 25 (+7)\n| 30 (+10)\n|}\n\nTiri Salvezza Int +14, Wis +14, Cha +17\n\nAbilità Percezione +14\n\nResistenze ai Danni radiante; contundenti, perforanti, and taglienti from nonmagical attacks\n\nImmunità ai Danni necrotrico, veleno\n\nCondition Immunities ammaliato, exhaustion, spaventato, avvelenato\n\nSensi visione del vero 36,6 m, Percezione passiva 24\n\nLinguaggi all, telepatia 36,6 m\n\nGrado di Sfida 21 (33,000 PE)\n\n''''Angelic Weapons''''. The solar's arma attacks are magical. When the solar hits with any arma, the arma deals an extra 6d8 radiante danni (included in the attack).\n\n''''Divine Awareness''''. The solar knows if it hears a lie.\n\n''''Incantesimi Innati''''. The solar's spellcasting ability is Charisma (CD tiro salvezza incantesimi 25). It can innately cast the following spells, requiring no material Components\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''''Resistenza alla Magia''''. The solar has vantaggio on tiri salvezza against spells and other magical effects.\n\n###### Azioni\n\n''''Multiattacco''''. The solar makes two greatsword attacks.\n\n''''Greatsword''''. Attacco con Arma da Mischia: +15 per colpire, portata 1,5 m, un bersaglio. Hit: 22 (4d6+8) taglienti danni plus 27 (6d8) radiante danni.\n\n''''Slaying Longbow''''. Attacco con Arma a Distanza: +13 per colpire, gittata 150/182,9 m, un bersaglio. Hit: 15 (2d8+6) perforanti danni plus 27 (6d8) radiante danni. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.\n\n''''Flying Sword''''. The solar releases its greatsword to hover magically in an unoccupied space within 1,5 m of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 15,2 m 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.\n\n''''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, veleno, blindness, or deafness.\n\n###### Azioni Leggendarie\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. The solar regains spent legendary actions at the start of its turn.\n\nTeleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 36,6 m to an unoccupied space it can see.\n\nSearing Burst (Costs 2 Azioni). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fuoco danni plus 14 (4d6) radiante danni se il tiro salvezza fallisce, or half as much danni on a successful one.\n\nBlinding Gaze (Costs 3 Azioni). The solar targets una creatura it can see within 9,1 m of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be accecato until magic such as the lesser restoration spell removes the blindness.\n\n
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