Solar of War

Family: Angels

Large celestial, lawful good

Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.

26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)

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 22 (41,000 XP)


  • 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.
  • Angelic Weapons. The Solar of War’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 27 (6d8) radiant damage (included in the attack).
  • Divine Awareness. The Solar of War knows if she hears a lie.
  • Innate Spellcasting. The Solar of War’s spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). When The Solar of War fails a saving throw, she can choose to succeed instead.
  • Magic Resistance. The Solar of War has advantage on saving throws against spells and other magical effects.


  • Multiattack. The Solar of War makes two Greatsword attacks.
  • 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.
  • Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
  • 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.
  • 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.


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’s turn. The Solar of War regains spent legendary actions at the start of her turn.

  • 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.
  • 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.
  • 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.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 1 2019 © 2CGaming, LLC. Author Steven Gordon

This is not the complete section 15 entry - see the full license for this page