Angel, Solar, Herald of the Divine Dawn
“The Solar descends with blazing wings and divine wrath—only the purest heroes can withstand its judgment!”
A Solar is a towering, radiant figure standing over 20 feet tall, clad in gleaming, ornate plate armor that seems forged from pure light. Six vast, white feathered wings spread majestically from its back, shimmering with an ethereal glow. Its face is serene yet powerful, often obscured by a radiant halo, and its eyes burn with divine fire. In its hands, it wields a longsword blazing with holy fire and a bow crafted from pure sunlight, ready to smite evil with celestial wrath.
Behaviour
Suns of divine will, Solars act as emissaries and champions of the gods. They are merciful and just but relentless against darkness and corruption. Known for their unwavering sense of duty, Solars often seek to guide mortals toward goodness and intervene in battles where the cosmic balance is threatened. While patient and diplomatic, they show no hesitation in unleashing overwhelming force upon the wicked. They value honor, sacrifice, and redemption, often offering a chance for foes to surrender and repent before delivering judgment.
Habitat
Solars dwell in the exalted realms of the Upper Planes—celestial fortresses within Mount Celestia, the Seven Heavens, or similar divine domains. These realms shine with eternal light, pristine beauty, and order. Solars rarely leave their heavenly posts but descend to the Material Plane when summoned by dire need or when the battle between good and evil reaches critical moments.
Modus Operandi
In combat, Solars use their overwhelming physical and magical prowess to dominate foes. They combine devastating melee attacks with their flaming longsword and longbow of light, casting powerful spells to heal allies, smite enemies, and control the battlefield. They often begin encounters by offering foes a chance to surrender or redeem themselves but will not hesitate to execute righteous wrath if mercy is rejected. Solars employ flight and superior mobility to position themselves strategically, using radiant energy to protect and empower allies.
Motivation
Solars exist to enforce the will of the gods and maintain cosmic order. Their ultimate goal is the eradication of evil and corruption, the protection of the innocent, and the guidance of mortal souls toward enlightenment and virtue. They embody divine justice and act as living symbols of hope and purity, inspiring heroes to rise and champions to stand firm against darkness.
Solar 5e
Solar 5e
Solar Pathfinder
Solar
Huge celestial, lawful good
Armor Class: 21 (plate of pure light)
Hit Points: 310 (23d12 + 161)
Speed: 50 ft., fly 150 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 22 (+6) | 24 (+7) | 25 (+7) | 27 (+8) | 30 (+10) |
Saving Throws: Str +17, Dex +13, Con +14, Wis +15, Cha +17
Skills: Insight +15, Perception +15, Persuasion +17, Religion +14
Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: truesight 120 ft., passive Perception 25
Languages: All, telepathy 120 ft.
Challenge: 21 (33,000 XP)
Divine Radiance.
At the start of each of its turns, the Solar sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Hostile creatures that start their turn in the bright area take 10 (3d6) radiant damage.
Legendary Resistance (3/Day).
If the Solar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting.
The Solar’s spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect evil and good, detect magic, detect thoughts
- 3/day each: blade barrier, dispel evil and good, flame strike, holy aura
- 1/day each: true resurrection, mass heal, plane shift (self plus up to eight willing)
Actions
- Multiattack. The Solar makes three melee attacks: two with its flaming longsword and one with its greatbow.
- Flaming Longsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 10) slashing + 14 (4d6) radiant damage.
- Greatbow of Light. Ranged Weapon Attack: +17 to hit, range 300/600 ft., one target. Hit: 18 (2d6 + 10) piercing + 21 (6d6) radiant damage. The Solar can fire up to three arrows as one action.
- Healing Touch (3/Day). The Solar touches another creature, magically restoring up to 70 (10d8 + 20) hit points. Alternatively, it can end one effect causing a target to be blinded, deafened, paralyzed, or poisoned.
Legendary Actions
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’s turn. The Solar regains spent legendary actions at the start of its turn.
- Radiant Burst. (Costs 1 Action) The Solar unleashes a blast of radiant energy. Each creature of its choice within 20 feet must succeed on a DC 25 Dexterity save or take 21 (6d6) radiant damage, half on success.
- Winged Strike. (Costs 2 Actions) The Solar makes one Flaming Longsword attack or two Greatbow attacks.
- Divine Rebuke. (Costs 3 Actions) When the Solar is hit by an attack, it can use this action to deal 22 (5d8) radiant damage back to the attacker.
Tactics & Commentary
- Opening the Fight: A Solar often begins by hovering aloft, using Flaming Longsword or Greatbow to thin enemy ranks, then descending to engage leaders or spellcasters.
- Spell Use: It casts blade barrier or flame strike to control chokepoints, saving holy aura for desperate moments to protect allies.
- Healing Allies: In party-scale encounters, the Solar uses Healing Touch strategically on key allies or to free them from disabling effects.
- Legendary Actions: It spends Radiant Burst to punish grouped foes, Winged Strike to maximize damage, and Divine Rebuke to deter attacks against it.
- Endgame: If heavily pressed, the Solar may plane shift itself and willing allies to safety or pursue foes into other realms.
This towering champion of the gods embodies both mercy and judgment—its arrival on the battlefield can turn the tide of any war.
Kain’s 5e Monstrous Manual – Page 54 – Dicefreaks (tapatalk.com)
Solar
Large celestial, any good
________________________________________________________________________________
Armor Class 21 (natural armor)
Hit Points 324 (24d10 + 192)
Speed 50 ft., fly 150 ft.
________________________________________________________________________________
STR 26 (+8) DEX 22 (+6) CON 26 (+8) INT 25 (+7) WIS 25 (+7) CHA 30 (+10)
________________________________________________________________________________
Saves Int +14, Wis +14, Cha +17
Skills Perception +14
Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Treasure greatsword, longbow
Challenge 21 (33,000 XP)
________________________________________________________________________________
Angelic Weapons. 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).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar’s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
ACTIONS
________________________________________________________________________________
Multiattack. The solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
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’s hand s. 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.
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.
LEGENDARY ACTIONS
________________________________________________________________________________
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’s turn. The solar regains spent legendary actions at the start of its turn.
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.
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.
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 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Solar

This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.
Solars are the greatest type of angel, usually serving at the right hand of a deity or championing a cause that benefits an entire world or plane. A typical solar looks roughly human, though some physically resemble other humanoid races and a rare few have even more unusual forms. They stand about 9 feet tall and weighs about 500 pounds, with a strong, commanding voice that is impossible to ignore. Most have silvery or golden skin.
Blessed with an array of magical powers and the spellcasting abilities of the most powerful clerics, solars are powerful opponents capable of single-handedly slaying mighty evils. They are the greatest trackers among the celestials, the most masterful of which are said to be able to track the days-old wake of a pit fiend flying through the Astral Plane.
Some take on the mantle of monster-slayers and hunt powerful fiends and undead such as devourers, night hags, night shades, and pit fiends, even making forays into the evil planes and the Negative Energy Plane to destroy these creatures at their source before they can bring harm to mortals. A few very old solars have succeeded at this task and bear slayer-names of dread creatures that are now extinct by theirhand.
Solars accept roles as guardians, usually of fundamental supernatural concepts, or objects or creatures of great importance. On one world, a group of they patrols the energy conduits of the sun, alert for any attempts by evil races such as drow to snuff out the light and bring eternal darkness. On another, seven solars stand watch over seven mystical chains keeping evil gods bound within a prison demiplane. On yet another, one with a flaming sword stands watch over the original mortal paradise so that no creature may enter.
In worlds where the gods cannot take physical form, they send solars to be their prophets and gurus (often pretending to be mortals), laying the foundation for cult that grow to become great religions. Likewise, in worlds oppressed by evil, solars are the secret priests who bring hope to the downtrodden, or in some cases allow themselves to be martyred so that their holy essence can explode outward to land and grow in the hearts of great heroes-to-be.
Solar CR 23 |
XP 819,200 NG Large outsider (angel, extraplanar, good) Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura protective aura |
DEFENSE |
AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dexterity, +1 dodge, +19 natural, -1 size;+4 deflection vs. evil) hp 363 (22d10+242); regeneration 15 (evil artifacts, effects, and spells) Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil DR 15/epic and evil; Immune acid, cold, petrification; Resist electricity10, fire 10; SR 34 |
OFFENSE |
Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged +5 composite longbow (+9 Strength bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft.; Reach 10 ft. Spell-Like Abilities (CL 20th) Constant – detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will – aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day – blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day – greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish Spells Prepared (CL 20th) 9th – etherealness, mass heal, miracle, storm of vengeance (DC 27) 8th – fire storm (DC 26), holy aura(2) (DC 26), mass cure critical wounds (2) 7th – destruction (DC 25), dictum (DC 25), ethereal jaunt, holy word (DC 25), regenerate 6th – banishment (DC 24), heroes’ feast, mass cure moderate wounds, undeath to death (DC 24), word of recall 5th – break enchantment, breath of life, dispel evil (DC 23), plane shift (DC 23), righteous might, symbol of sleep (DC 23) 4th -cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22) 3rd – cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wall 2nd – align weapon, bear’s endurance, bull’s strength, consecrate, cure moderate wounds (2), eagle’s splendor 1st – bless, cure light wounds (3), divine favor, entropic shield, shield of faith 0 (at will) – detect magic, purify food and drink, stabilize, virtue |
STATISTICS |
Strength 28, Dexterity 20, Constitution 30, Intelligence 23, Wisdom 27, Charisma 25 Base Atk +22; CMB +32; CMD 47 Feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages Celestial, Draconic, Infernal; truespeech SQ change shape (alter self) |
SPECIAL ABILITIES |
Slaying Arrow (Su) The bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn. Spells Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities. |
ECOLOGY |
Environment any good-aligned plane Organization solitary or pair Treasure double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Strength bonus]) |

Though they are not gods, the solars’ power approaches that of demigods, and they often have an advisory role for younger or weaker deities. In some polytheistic faiths, mortals worship one or more of them as aspects or near-equal servants of the true deities (never without the deity’s approval) or consider notable solars to be offspring, consorts, lovers, or spouses of true deities (which they may be, depending on the deity).
Unlike other angels, most solars are created from an amalgam of good souls and raw divine energy to directly serve the gods, but an increasing number of these powerful angels have been ‘promoted’ to their existence as solars from lesser creatures like planetars or devas. A few rare and powerful good souls ascend directly to the status of solar. The oldest solars predate mortality and are among the gods’ first creations. These strange solars are paragons of their kind and have little direct interaction with mortals, focusing on the protection or destruction of abstract concepts such as gravity, dark matter, entropy, and primordial evil.
Solars who spend a long time in the Material Plane, especially those in the guise of mortals, are sometimes the source of half-celestial or aasimar bloodlines in mortal families, due either to romantic dalliances or simply the mortals’ proximity to celestial energy. Actual offspring are rare, and when they occur, it is always a mortal mother that bears the child ‘while solars can appear as either sex, the gods have not granted them the capacity for pregnancy or motherhood. Indeed, this fundamental truth is often what drives a solar to seek out a mortal lover.
Since begetting a child upon a mortal is generally frowned upon by other solars, a solar father rarely interacts directly with the fate of his lover or child, so as to avoid bringing shame upon himself or his responsibilities. Yet such solars still watch over their progeny from afar, and in times of peril, they might even be moved to intercede to aid one of their endangered children, albiet in subtle and mysterious ways.
All angels respect the power and wisdom of solars, and though these mightiest of angels usually work alone, they sometimes command multiple armies led by planetars, acting as great field marshals for massive incursions against the legions of Hell or the hordes of the Abyss.
Lore
Characters with ranks in Knowledge (planes) can learn more about solars. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Planes) | |
DC | Result |
15 | Though uncertain exactly what this creature is, you can tell it is not native to this world. (This result reveals all outsider traits.) |
33 | This creature is a solar, cohort of the gods and the most powerful of angels. (This result reveals all angel traits.) |
38 | Solars are champions in melee, wielding their massive enchanted greatswords, but even more fearsome than these weapons are their magical composite longbows that create any sort of slaying arrow when drawn. Their natural weapons and any weapons wielded are good aligned and they are only vulnerable to epic, evil weapons, though damage from other sources will regenerate. |
43 | As well as a large range of spell-like abilities, solars can also call upon the divine spells of the deities they serve, much in the same way as a very powerful cleric, and they are highly resilient to magical attacks. Some of their spell-like abilities which help them see through illusions and discern falsehoods and other dangers are always active. |
Monster Lore from WOTC Community Forums – Monsters and Races – Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara