Solar icon: a winged, haloed angel, in gold
Icon by Lorc, CC BY 3.0

Solar 5e stat block

Large celestial, lawful good · CR 21 · 2024 stat block below

Armor Class
21 (natural armor)
Hit Points
243 (18d10+144)
Speed
50 ft., fly 150 ft.
Challenge
21 (33,000 XP)
Proficiency bonus
+7
STRDEXCONINTWISCHA
26 (+8)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)
Saving throws
Int +14, Wis +14, Cha +17
Skills
Perception +14
Damage resistances
radiant, bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
necrotic, poison
Condition immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
truesight 120 ft., passive Perception 24
Languages
all, telepathy 120 ft.

Traits

Angelic Weapons. 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 Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: 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 Resistance. The solar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The solar makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 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 Constitution saving throw or die.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. 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

Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. 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 Dexterity 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 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

How many solars for a fight?

A solar is worth 33,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many solars fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
16th——1
17th——1
18th—11
19th—12
20th—12

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the solar compares at CR 21

Against the 3 other challenge 21 monsters in the SRD 5.1, the solar has more hit points than 1 of them, which makes it a little frailer than most at its CR. See every CR 21 monster.

StatisticSolarCR 21 average
Armor Class2120
Hit points243284
Best attack bonus+15+14
Best save DC2321

Solar 2024 stat block

The 2024 Monster Manual revised the solar, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
21
Hit Points
297 (22d10 + 176)
Speed
50 ft., fly 150 ft. (hover)
Challenge
21 (33,000 XP)
STRDEXCONINTWISCHA
26 (+8)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)
Damage immunities
poison, radiant
Condition immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
truesight 120 ft., passive Perception 24
Languages
All; telepathy 120 ft.

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.

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.

Similar monsters

Browse: all CR 21 monsters · celestials · every monster