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SolarCR 21 · Large Celestial · Stat Block & Encounter Builder

Large celestial, Challenge 21. AC 21, 243 hit points.

Armour Class
21
Hit Points
243
Speed
50 ft.
Challenge
21 · 33,000 XP
Alignment
Lawful Good

The card

Stat Block

Large Celestial · Lawful Good

Solar

AC
21
HP
243
CR
21

18d10 + 144 · 50 ft., fly 150 ft. · AC from natural armor

Truesight 120 ft., passive Perception 24

Languages: all, telepathy 120 ft.

STRDEXCONINTWISCHA
26 (+8)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)

Traits

Damage ResistancesRadiant, bludgeoning, piercing, and slashing from nonmagical weapons
Damage ImmunitiesNecrotic, poison
Condition ImmunitiesCharmed, Exhaustion, Frightened, Poisoned
Angelic WeaponsThe 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 AwarenessThe solar knows if it hears a lie.
Innate SpellcastingThe solar's spell casting 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 ResistanceThe solar has advantage on saving throws against spells and other magical effects.

Actions

MultiattackThe solar makes two greatsword attacks.
GreatswordMelee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying LongbowRanged 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 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying SwordThe 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 TouchThe solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1Multiattack: The solar makes two greatsword attacks.
2It is a legendary creature with 3 legendary actions between turns; fight it in its lair and it is far more dangerous than the stat block alone.
3It casts spells — read its spell list before the fight and hold a Counterspell or a way to break concentration.
4With a 150 ft. flying speed it can stay out of melee reach; a party with no ranged answer will chase it all fight.

Pitch the fight

Encounter Difficulty

Encounter Builder

How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

264,000 adj. XP · ×2

deadly at 1,600

Build this Deadly encounter

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Counsel

Solar, Answered

What is Solar's challenge rating in D&D 5e?

Solar is Challenge 21, worth 33,000 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Solar's stats?

AC 21 (natural armor), 243 hit points (18d10 + 144), speed 50 ft., fly 150 ft.. Ability scores: STR 26, DEX 22, CON 26, INT 25, WIS 25, CHA 30.

What is Solar resistant to?

Solar is immune to necrotic and poison damage, and resistant to radiant and bludgeoning, piercing, and slashing from nonmagical weapons. Pick a damage type it does not shrug off.

Put It On The Table

Set your party, read the difficulty, and build the encounter around it. Your first is free.

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