Kryx RPGThemesCreatures
Solar

Solar

Large celestial
Challenge
21

STR
8
DEX
6
CON
8
INT
7
WIS
7
CHA
10

243
18d10+144
25
Soak
2
Fort
+15
Ref
+14
Will
+15
Defense note natural armor
Damage resistances radiant; bludgeoning, piercing, and slashing from attacks that have not been desecrated with the blood from a celestial or humanoid killed within the past 24 hours
Damage immunities necrotic, poison
Condition immunities charmed, exhausted, frightened, poisoned

Speed 10 m., fly 20 m.
Skills Divinity (Cha) +17 (28), Insight +14 (25), Perception +14 (25)
Senses truesight 20 m.
Languages all, telepathy 20 m.

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). If the attack misses by 4 or less, the weapon deals half as much damage.

Divine Awareness. The solar knows if it hears a lie.

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

Maneuvers. The solar uses maneuvers (maneuver save Difficulty 23). It has 29 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, parry, slice through, spring attack, trip, whirling blade

2 stamina dice: frenzy

Spellcasting. The solar uses Divinity (Cha) to cast spells (spell save Difficulty 25, +17 to hit with spell attacks). It has 10 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect evil and good, invisibility (self only)

Cantrips (at will, 26th-level spellcaster): bind wounds, dancing lights, light, radiance, soothe, [spare the dying](/spells/spare-the-dying), sunray, thaumaturgy

1 mana: aid, bless, blinding light, blinding strike, ceremony, chains of light, color spray, comprehend languages, continual flame, conviction, corona of light, dampen pain, daybreak weapon, daylight, deny death, detect death, detect disease, divine emissary, divine word, faerie fire, find steed, guiding bolt, heal, light speed, protection from death, protection from evil and good, protection from the light, purify food and drink, radiant rebuke, sanctuary, shield of faith, sunbeam, warding flare

2 mana: absorb pain, angelic wings, beacon of hope, blade barrier, burst with light, commune, create food and water, crown of stars, death ward, gentle repose, guardian of faith, hallow, holy circle, insect plague, mass heal, moonbeam, neutralize poison, purify, remove curse, restoration, revivify, spirit guardians, spiritual weapon, summon celestial, sunburst, wall of light

3 mana: archon’s trumpet, aura of purity, dispel evil and good, remove disease, searing vengeance, temple of the gods

4 mana: holy aura

1/day: control weather

3/day: resurrection

Actions (2)

Greatsword. Melee Weapon Attack: +15 to hit, reach 1 m. Hit: 21 (2d12 + 8) slashing damage plus 27 (6d8) radiant damage.

Shortsword. Melee Weapon Attack: +15 to hit, reach 1 m. Hit: 15 (2d6 + 8) piercing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 20/200 m. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 health or less, it must succeed on a Difficulty 23 Fortitude saving throw or die.

Flying Sword (1/turn). The solar releases its greatsword to hover magically in an unoccupied space within 1 meter of it. If the solar can see the sword, the solar can mentally command it as an action to fly up to 10 meters and either make one attack against a target or return to the solar’s 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.

Legendary Actions (3)

Only one legendary 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.

Blinding Gaze. The solar targets one creature it can see within 5 meters of it. If the target can see it, the target must succeed on a Difficulty 23 Fortitude saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Searing Burst. The solar emits magical, divine energy. Each creature of its choice in a 2-meter radius must make a Difficulty 23 Reflex 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.

Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 20 meters to an unoccupied space it can see.

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.