Kryx RPGThemesMonsters


Large celestial
21 (33,000 XP)


Defense note natural armor
Damage resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities necrotic, poison
Condition immunities charmed, exhausted, frightened, poisoned

Speed 15 m., fly 45 m.
Senses truesight 35 m., passive Perception 24
Skills Insight +14, Perception +14
Languages all, telepathy 35 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).

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 DC 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, and knows the following maneuvers:

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

2 stamina dice: swift strike


Multiattack. The solar makes two melee attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 1.5 m. Hit: 21 (2d12 + 8) slashing damage, plus 27 (6d8) radiant damage.

Shortsword. Melee Weapon Attack: +15 to hit, reach 1.5 m. Hit: 15 (2d6 + 8) piercing damage, plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 35/185 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 DC 15 Fortitude saving throw or die.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 1.5 meters of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 15 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

The solar can take 3 legendary actions, choosing from the options below. 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 (Costs 3 Actions). The solar targets one creature it can see within 9 meters of it. If the target can see it, the target must succeed on a DC 15 Fortitude saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 3-meters radius must make a DC 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 35 meters to an unoccupied space it can see.