b'Solar of War \n'b'  Family:   Angels  \n'b'  Large   celestial ,  lawful good  \n'b'  Armor Class  21 (natural armor) \n'b' Hit Points  243 (18d10 + 144) \n'b' Speed  50 ft., fly 150 ft.\n'b' STATS STR: 26 (+8) DEX:  22 (+6)  CON:  26 (+8)  INT:  25 (+7)  WIS:  25 (+7)  CHA:  30 (+10)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +14,  Wis  +14,  Cha  +17 \n'b' Skills   Perception  +14 \n'b' Damage Resistances  radiant; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  necrotic, poison \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned  \n'b' Senses  truesight 120 ft., passive  Perception  24 \n'b' Languages  all, telepathy 120 ft. \n'b' Challenge  22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Angel of War . The Solar of War rolls for  initiative  twice and takes two full turns during each round of combat, once on each  initiative  result. \n'b'  Angelic Weapons . The Solar of War\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 27 (6d8) radiant damage (included in the  attack ). \n'b'  Divine Awareness . The Solar of War knows if she hears a lie. \n'b'  Innate Spellcasting . The Solar of War\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 25). She can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  detect evil and good ,  invisibility  (self only) \n'b'  3/day each :  blade barrier ,  dispel evil and good ,  resurrection  \n'b'  1/day each : commune,  control weather  \n'b'\n'b'  Legendary Resistance (3/Day) . When The Solar of War fails a saving throw, she can choose to succeed instead. \n'b'  Magic Resistance . The Solar of War has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Solar of War makes two Greatsword attacks. \n'b'  Flying Sword . The Solar of War releases her greatsword to hover magically in an unoccupied space within 5 feet of her. If she can see the sword, the Solar of War can mentally  command  it as a bonus action to  fly  up to 50 feet and either make one  attack  against a target or return to her hands. If the hovering sword is targeted by any effect, the Solar of War is considered to be holding it. The hovering sword falls if he dies. \n'b'  Greatsword .  Melee Weapon Attack : +15 to hit, reach 5 ft., one target.  Hit : 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. \n'b'  Healing Touch (4/Day) . The Solar of War touches another creature. The target magically regains 40 (8d8 + 4)  hit points  and is freed from any curse, disease, poison, blindness, or deafness. \n'b'  Slaying Longbow .  Ranged 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 100  hit points  or fewer, it must succeed on a DC 15  Constitution  saving throw or die. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Solar of War can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The Solar of War regains spent legendary actions at the start of her turn. \n'b'\n'b'  Blinding Gaze (Costs 3 Actions) . The Solar of War targets one creature she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 15  Constitution  saving throw or be  blinded  until magic such as the  lesser restoration  spell removes the blindness. \n'b'  Searing Burst (Costs 2 Actions) . The Solar of War emits magical, divine energy. Each creature of her choice in a 10 feet radius must attempt a DC 23  Dexterity  saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failure, or half as much on a success. \n'b'  Teleport . The Solar of War magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.'