Solar
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).
The solar knows if it hears a lie.
The solar has advantage on saving throws against spells and other magical effects.
Actions
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.
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
Angels
The upper planes are home to all manner of fascinating celestial beings us mortals on the material plane struggle to comprehend. Don’t mistake all of these celestial beings as one.
Angels are a specific type of celestial species hailing from any of the upper planes. They are divine creatures whose alignments almost always skew Lawful Good as opposed to gods whose alignments can land anywhere on the spectrum. Not every celestial being is an Angel, as this refers to a specific species, though many will say they were “visited by an Angel” when any angelic-seeming being of a seemingly greater power reveals itself.
Solar
Not yet described
Known Relationships
Associations
Duplication and Templates
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