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- Large celestial, lawful goodArmor Class: 21 (natural armor)Hit Points: 243 (18d10 + 144)Speed: 50 ft. Fly: 150ft. Saving Throws: lnt +14, Wis +14, Cha +17Skills: Perception +14Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical weaponsDamage Immunities: necrotic, poisonCondition Immunities: charmed, exhaustion, frightened, poisonedSenses: Truesight 120ft. Passive Perception 24Languages: All, telepathy 120ft.Challenge: 21 (33,000 XP)
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abstract
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- Large celestial, lawful goodArmor Class: 21 (natural armor)Hit Points: 243 (18d10 + 144)Speed: 50 ft. Fly: 150ft. Saving Throws: lnt +14, Wis +14, Cha +17Skills: Perception +14Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical weaponsDamage Immunities: necrotic, poisonCondition Immunities: charmed, exhaustion, frightened, poisonedSenses: Truesight 120ft. Passive Perception 24Languages: All, telepathy 120ft.Challenge: 21 (33,000 XP) 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 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, resurrectionl/day each: commune, control weatherMagic Resistance. The solar has advantage on saving throws against spells and other magical effects.
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