b'Solar \n'b'  Family:   Angels  \n'b'  Large   celestial ,  lawful good  \n'b'  Armor Class  21 (natural armor)  Hit Points  243 (18d10 + 144)  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'     Saving Throws   Int  +14,  Wis  +14,  Cha  +17  Skills   Perception  +14  Damage Resistances  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) \n'b' Special Traits \n'b'   Angelic Weapons : The solar\xe2\x80\x99s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). \n'b'  Divine Awareness : The solar knows if it hears a lie. \n'b'  Innate Spellcasting : The solar\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 25). It can innately cast the following spells, requiring no material components: \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'   Magic Resistance : The solar has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'   Multiattack : The solar makes two greatsword attacks. \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'  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'  Flying Sword : The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar 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 the solar\xe2\x80\x99s 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. \n'b'  Healing Touch (4/Day) : 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. \n'b'\n'b' Legendary Actions \n'b' The solar 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 regains spent  legendary actions  at the start of its turn. \n'b'   Teleport : The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'  Searing Burst (Costs 2 Actions) : The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23  Dexterity  saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'  Blinding Gaze (Costs 3 Actions) : The solar targets one creature it can see within 30 feet of it. If the target can see it, 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'\n'b' About \n'b' This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.'