Solar 5e: Stats and Guide for Players & DMs

Last Updated on November 8, 2023


Large Celestial, Lawful Good

  • Size: Large
  • Creature Type: Celestial
  • Alignment: Lawful Good
  • Armor Class: 21 (Natural Armor)
  • Hit Points: 243 (18d10+144)
  • Speed: 50 ft., fly 150 ft.
  • STR 26 (+8), DEX 22 (+6), CON 26 (+8), INT 25 (+7), WIS 25 (+7), CHA 30 (+10)
  • Saving Throws: Int +14, Wis +14, Cha +17
  • Skills Perception: +14
  • Damage Resistance: 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.
  • Challenge: 21 (33,000 XP)

Angelic Weapons. The solar’s weapons are imbued with holy magic. Therefore, attacks made with these weapons are considered to be coming from a magical source; additionally, the weapon deals an extra 6d8 radiant damage.

Divine Awareness. You cannot lie to a solar as they know if they hear a lie upon hearing it.

Innate Spellcasting. Solars can spellcast by default; it’s an intrinsic part of who they are. Their spellcasting modifier is Charisma, and they have a Spell Save DC of 25 unless otherwise stated. The solar’s spell list is as follows:

  • Detect Evil and Good – At Will
  • Invisibility (Self Only) – At Will
  • Blade Barrier – 3/day
  • Dispel Evil and Good – 3/day
  • Resurrection – 3/day
  • Commune – 1/day
  • Control Weather – 1/day

Magic Resistance. Solars have advantage on saving throws against spells and other magical effects.


Multiattack. The solar makes two greatsword attacks. (Melee Weapon Attack: +15 to hit. Reach 5 ft., One target. Hit: (4d6+8) slashing damage, (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, reach 150/600 ft. one target. Hit: (2d8+6) piercing damage, (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 can command its greatsword to magically hover in any unoccupied space within 5 feet of the solar’s starting position. As long as the solar can see the sword, it can mentally command the sword to fly up to 50 feet and make one magic attack against a target. The solar can also command the sword to return to its hands. Either of these actions can be completed as a bonus action.

Healing Touch. (4/day) The solar touches another creature, and the target regains 40 (8d8+4) hit points. Additionally, this dispels curses, diseases, poisons, blindness, or deafness.

Legendary Actions

A solar can take up to three legendary actions per round from the options below. Only one legendary action option can be used at a time, and it can only be activated at the end of another creature’s turn. The solar regains spent legendary actions at the beginning of their turn.

Teleport. The solar, along with any equipment it is wearing or carrying, teleports up to 120 feet to an unoccupied space within the solar’s vision.

Searing Burst. (Costs 2 actions.) The solar emits magical, divine energy that forces each creature of its choice to make a DC 23 Dexterity saving throw or take 14 (4d6) fire damage and 14 (4d6) radiant damage. A successful save halves the damage taken.

Blinding Gaze. (Costs 3 actions.) The solar targets one creature it can see within 30 feet of it and forces the target to make a DC 15 saving throw or be blinded until magic, such as the lesser restoration spell, removes the blindness condition.

Fighting A Solar – No Small Task

If you’re considering this, you know that a Solar is an extraordinarily powerful creature.

So, the first thing you’ll want to consider when fighting a solar is its monstrous radiant-damage bonuses. 

With a 6d8 radiant-damage bonus on every weapon attack, even your tanks will be in danger when fighting against a solar, but that probably makes sense seeing as the solar is an angel and you are a mortal, presumably.

You’ll also want to remember that players with low HP pools should do their best to avoid attracting attention in this fight. Any player hit by the solar’s Slaying Longbow will instantly die if they have less than 100 hit points. 

Since the solar can teleport around the battlefield to get away from your tanks and put them in a safe position to shoot at your Wizard with the Slaying Longbow, they’ll have no trouble at all felling squishy players.

Sorcerers can use the Distant Spell Metamagic to keep themselves on the fringes of battle, but that won’t stop the solar from teleporting into their face and beating them over the head with a greatsword.

A Dungeon Master’s Guide To Incorporating Solars

Dungeon Masters who want to incorporate solars into their campaign must determine where the solar comes from and its role in the world. 

As solars are a type of celestial—an angel, effectively—they aren’t going to be found wandering the streets of every town. 

Given that solars are a CR 21 monster, they are typically in the game as demigods or placed in other exalted status positions. 

Dungeon Masters may also consider allowing their players to roleplay with the solar and achieve their goals through diplomacy rather than combat. 

Allowing your players to diplomatically approach the solar and befriend it will likely set your party up for continued success. Powerful allies make a party more versatile. 

Even though it’s unlikely the solar will approve of being called upon like a servant, an occasional favor for a friend isn’t off the table, especially with good-aligned monsters.

As a Dungeon Master, you’ll also have to deal with the solar’s alignment if your party intends to deal with one. 

As a Lawful Good-aligned character, the solar will very rarely attack first without provocation. 

They are also less inclined to help Evil or Chaotic party members.

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