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Solar Counselor


AC 21 (natural armor)

HP 638 (44d10 + 396; bloodied 319)

Speed 50 ft., fly 150 ft.

Proficiency +7; Maneuver DC 24

Saving Throws Wis + 17, Cha +17 

Skills Athletics +16, History +16, Insight +17, Perception +17, Religion +17

Damage Resistances radiant; damage from nonmagical weapons

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., Passive Perception 27

Languages all, telepathy 120 ft.

Champion of Truth. The solar automatically detects lies. Additionally, it cannot lie.

Innate Spellcasting. The solar’s spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components:

1/day each: commune , control weather , resurrection

Legendary Resistance (3/Day). When the solar fails a saving throw , it can choose to succeed instead. When it does so, it wards itself with its sword, which dissolves into glowing particles of light. The solar’s sword re-forms at the beginning of its next turn. Until then, the solar has no sword and can’t use Forceful Parry or attack with its holy sword.

Magic Resistance. The solar has advantage on saving throws against spells and magical effects.

Aligned. An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil.

Celestial Dissolution. When an angel dies, its body and equipment dissolve into motes of light.

Detect Alignment. An angel knows the alignment, if any, of each creature within 30 feet that it can see. 

Immortal Nature. An angel doesn’t require air, sustenance, or sleep.


Multiattack. The solar attacks twice with its holy sword.

Holy Sword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit:  23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.

Column of Flame. Flame erupts in a 10-foot-radius, 30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw , taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure, or half as much damage on a success.


Forceful Parry (While Bloodied). When a creature misses the solar with a melee attack, the solar’s parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw . On a failure, it is pushed 10 feet away and falls prone .


The solar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.

Teleport. The solar magically teleports up to 120 feet to an empty space it can see.

Heal (3/Day). The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness , curse , deafness , disease , or poison on the target. 

Deafening Command (Costs 2 Actions). The solar speaks an echoing command. Each creature of the solar’s choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw . Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solar’s command. This is a magical charm effect.

Abase yourself! The creature falls prone .

Approach! The creature must use its reaction, if available, to move up to its Speed toward the solar by the most direct route that avoids hazards, not avoiding opportunity attacks. 

Flee! The creature must use its reaction, if available, to move up to its Speed away from the solar, not avoiding opportunity attacks.

Surrender! The creature drops anything it is holding.


The solar counselor also has the following additional legendary actions, which it can use only while bloodied :

Elite Recovery. The solar ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated .

Seeking Sword (Costs 2 Actions). The solar uses Teleport and attacks with its holy sword.

Divine Gaze (1/Day, Gaze). The solar targets a creature within 120 feet. The target makes a DC 21 Charisma saving throw . On a failure, the target takes 49 (14d6) radiant damage and is blinded for 24 hours or until the blindness is magically removed.

Light of Judgment (1/Day). A column of radiance shines down from the heavens in a 30-foot-radius, 100-foothigh cylinder centered on the solar. Each creature of the solar’s choice in the area makes a DC 21 Charisma saving throw , taking 70 (20d6) radiant damage on a failed save or half damage on a success.


The solar uses Column of Flame if it can scorch many enemies, or its holy sword otherwise. It uses Teleport to escape danger and pursue particular foes. Angels know no fear, and the solar will die if it believes it is necessary, but it is aware of its own strategic value and will retreat from a losing battle.


Aia, Alfiath, Aturnal, Belarial, Emelar, Jarnaxa, Marn, Serapas, Starlathan, Zadianth

Legends and Lore 

With an Arcana or Religion check, characters can learn the following:

DC 15 Not all angels are good. Some serve evil gods, and some have fallen from grace and have been banished from their celestial domains.

DC 20 Gods rarely send angels to the material world, but they can be summoned, sometimes against their will.


The three most powerful solars command powers rivaling those of some deities.


1 Protecting a forgotten holy spot or a gate to a celestial realm

2 Guarding an unholy spot, making sure no one frees an imprisoned fiend or opens an infernal gate

3 With a message from a higher power and a quest to bestow

4 Fallen angel, in disguise or hiding

5 Wounded, wings broken; looking for help against enemy forces

6 Shackled with infernal chains, forced to attack mortal creatures


1 A faint glow illuminates the area

2 Melodic chimes

3 A distant, quiet chant or song

4 Worshipers of the angel’s deity feel a sense of sacred quiet


Angels guard places of power and travel the Astral Plane.

CR 5–10 Deva

CR 11–16 Planetar ; deva with couatl

CR 17–22 Solar ; 2 devas

CR 31+ Solar counselor ; solar counselor with 1 or 2 devas

Monster Type Description

Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.